Shadowrun 4th Edition v1 (#6160)

* initial upload

* save 4e start

* saving

* save color updates

* remove limits

* update the colors

* save changes

* begin refactoring names

* fix attribute changes

* save progress. commlinks added

* move attrs to match hero lab

* hide the other sheets until they are converted

* fix translation keys

* update drain, update roll template

* make d6 explode

* save css upates

* move stuff around, fix primary weapons, add skills, add program buttons

* add spec to programs

* save shadowrun progress

* fix primary bug

* update force in npc buttons

* remove unit tests

* add to core ratings

* save preview images
This commit is contained in:
Cassie Levett
2020-04-13 10:36:51 -07:00
committed by GitHub
parent f22140f83c
commit 817909b313
75 changed files with 21398 additions and 0 deletions
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input(name='attr_version' type='hidden' value='1')
//- CHARACTER SHEET PAGE
input.sheet_type(name='attr_sheet_type' type='hidden' value='pc')
//- CHARACTER TYPE (MUNDANE < MAGIC < RESONANCE)
input.character-type(name='attr_flag_special' type='hidden' value='mundane')
//- VARIABLES
- const imageSource = 'https://raw.githubusercontent.com/clevett/roll20-character-sheets/shadowrun4ev1/Shadowrun4thEdition/src/imgs';
include src/pug/_variables.pug
//- MIXINS
include src/pug/_mixins.pug
//- PCs
include src/pug/_pc.pug
//- NPCs
include src/pug/_npc.pug
//- FOOTER
include src/pug/_footer.pug
//- ROLL TEMPLATES
include src/pug/_rolltemplates.pug
//- HIDDEN
include src/html/hidden.html
//- SCRIPTS
script(type="text/worker")
include src/js/attributes.js
include src/js/Classes/PrimaryWeapon.js
include src/js/Classes/PrimaryArmor.js
include src/js/processingFunctions.js
include src/js/scripts.js
include src/js/versioning.js
include src/js/eventhandlers.js
@@ -0,0 +1,990 @@
/* ABSTRACTS
============================= */
@import 'src/scss/abstracts/_variables';
@import 'src/scss/abstracts/_mixins';
/* BASE
============================= */
@import 'src/scss/base/_base';
@import 'src/scss/base/_placeholders';
@import 'src/scss/base/_generic';
@import 'src/scss/base/_typography';
/* SWITCHES
============================= */
@import 'src/scss/components/_switch';
@import 'src/scss/components/_tabs';
/***** TABS FOR SHEETS *****/
.sheet-settings-toggle,
.sheet-settings-flag {
input {
width: 3em;
}
input[type='checkbox'] + span {
background : transparent;
@extend .sheet-pictos;
font-size : 20px;
height : 20px;
text-align : center;
width : 20px;
}
}
/***************************************************************************************/
/************************** START OF THE PC SHEET *************************************/
/*************************************************************************************/
.sheet-pc {
margin-left : -1%;
padding-left : 0.5%;
button > h2:hover,
button > span:hover,
label > button[type='roll']:hover,
.sheet-repeat-box button[type='roll']:hover,
.sheet-con-track button[type='action']:hover,
button[data-i18n='default']:hover {
color : #fff;
text-shadow: 1px 1px 2px black, 0 0 25px $accent, 0 0 5px $primary;
}
h1 {
background-color: $primary;
font-size : 1em;
letter-spacing : 2px;
line-height : 20px;
padding-left : 5px;
padding-right : 5px;
text-transform : uppercase;
}
h2 {
font-size : 0.9em;
line-height: 25px;
text-transform: capitalize;
@extend %display-inline-grid;
}
h3 {
color : hsla(0, 0%, 20%, 0.59);
font-size: 0.8em;
text-transform: capitalize;
@extend %display-inline-grid;
}
hr { margin: 7px 0px -2px 0px; }
input {
border-radius: 0px;
}
.sheet-tabs {
@extend %display-inline-grid;
grid-template-columns: 1fr 5em 1fr 5em 2.5em 5em 5em 5em 5em 5em 5em 5em;
grid-column-gap: 0.25%;
padding: 0px 1% 3% 1%;
margin-top: 1%;
grid-row-gap: 10%;
button[type='roll'] {
grid-area: 2 / 5 / 2 / 5;
}
/***** PLAYER DATA INPUTS *****/
h1 {
background-color: transparent;
display: inline-block;
font-size : 1em;
grid-column: 6 / 8;
letter-spacing: 2px;
line-height : 20px;
margin-left: 5%;
text-align: right;
text-transform : uppercase;
}
h2 {
&[data-i18n-title='/w GM'] { grid-area: 2 / 1 / 2 / 1; }
&[data-i18n-title='wounds'] { grid-area: 2 / 3 / 2 / 4; }
&[data-i18n-title='modifiers'] { grid-area: 3 / 1 / 3 / 1; }
&[data-i18n-title='edge'] { grid-area: 3 / 3 / 3 / 4; }
}
@each $highlightButton in $tabs {
input[value*='#{$highlightButton}'] ~ button[name*='#{$highlightButton}'] {
@extend %highlight-button;
}
}
img {
grid-area: 1 / 1 / 2 / 6;
height: 100%;
width: 100%;
}
label {
&[data-i18n-title='character name'] > input[type='text'],
&[data-i18n-title='player name'] > input[type='text'] {
font-weight : bolder;
background-color: transparent;
border : none;
box-shadow : none;
border-bottom : 2px solid $graytrans;
border-radius : 0px;
height : 30px;
width : 100%;
grid-column: 4;
}
&[data-i18n-title='character name'] { grid-area: 1 / 8 / 1 / 14; }
&[data-i18n-title='player name'] { grid-area: 2 / 8 / 2 / 14; }
&[data-i18n-title='whisper rolls to gm']{ grid-area: 2 / 2 / 2 / 3; }
&[data-i18n-title='wounds'] { grid-area: 2 / 4 / 2 / 5;}
&[data-i18n-title='modifiers'] { grid-area: 3 / 2 / 3 / 3;}
&[data-i18n-title='edge'] { grid-area: 3 / 4 / 3 / 5;}
}
}
input.sheet-settings-toggle,
input.sheet-settings-flag,
input.sheet-collapse-flag,
input[type='radio'] {
@extend %toggleRelative;
& + span {
font-family: 'pictos';
}
&:checked + span {
color: $accent
}
}
select {
height: 1.8em;
padding: 0px;
color: $blacker;
}
div.sheet-core-info {
h2{ margin-right: 1%; }
input[type='text'], input[type='number'] {
background-color: transparent;
border: none;
&:placeholder-shown {
background-color: $graytrans;
}
}
}
input.sheet-display-flag { position: absolute; }
//used in magic & complex forms
select.sheet-attribute-select {
margin-top: 1%;
}
/***** DECORATIVE BOX THAT ADDS THE RED OUTLINE ON PC SHEET *****/
div.sheet-border-box {
background-image: -moz-linear-gradient($accent, transparent), -moz-linear-gradient($accent, transparent);
background-image: -o-linear-gradient($accent, transparent), -o-linear-gradient($accent, transparent);
background-image: -webkit-gradient(linear, 0 0, 0 100%, from($accent), to(transparent));
background-image: -webkit-linear-gradient($accent, transparent);
background-image: linear-gradient($accent, transparent), linear-gradient($accent, transparent);
border-top : 2px solid $primary;
clear : both;
border-top-right-radius: 10px;
border-top-left-radius : 0px;
button[type='roll'] {
font-size: 0.8em;
font-weight: bold;
}
div.sheet-pc-box {
border-top-right-radius: 10px;
border-top-left-radius : 0px;
}
}
/***** REPEATING CONTAINERS *****/
div.sheet-repeating-container {
div.repitem {
display: inline-grid;
padding: 1% 0.5%;
margin-bottom: 0px;
@extend %gridGap;
@extend %borderBottom;
button[type='roll'] {
text-align: left;
}
input {
&:nth-of-type(1n+2) { text-align: center; }
&[type='text'],
&[type='number'] {
@extend %borderBottom;
width: 100%;
}
}
label {
padding-right: 0px;
input[name='attr_name'],
input[name='attr_weapon'],
input[name='attr_quality'] {
text-align: left;
}
&[data-i18n-title='modifier'] {
width: 3em;
}
}
div.sheet-settings {
background-color: $ccc;
border-left: 2px solid $gray;
@extend %gridGap;
padding: 2% 1%;
width: 100%;
select { text-transform: capitalize; }
}
div.sheet-collapse { padding-left: 5%; }
}
}
div.repitem {
width: 100%;
input[type='number'] { text-align: center; }
}
/***** STATIC *****/
div.sheet-static {
margin-right: 0.5%;
div.sheet-border-box,
div.sheet-border-box .sheet-pc-box {
border-top-right-radius: 0px;
border-top-left-radius : 10px;
}
}
/***** CORE *****/
div.sheet-core {
div.sheet-armor-buttons {
display : inline-block;
font-size : 1.5em;
line-height: 20px;
margin-left: 1%;
width : 35%;
button {
&[type='roll'] { margin-right: -5px; }
&[name='roll_defense'] {
background-color: $gray;
color: $white;
}
}
span { font-size : 1em; }
}
/***** QUALITIES *****/
div.sheet-quality-box {
div.sheet-htab input[type='radio'] {
margin-right: -100px;
width : 100px;
}
div.sheet-header:nth-of-type(2) .sheet-htab input[type='radio'] {
margin-right: -150px;
width : 150px;
}
div.sheet-quality {
$qualityGrid: 1fr 3em 1.5em 1em 1em;
h2:nth-of-type(2) { text-align: center; }
div.sheet-headers {
display: grid;
grid-template-columns: $qualityGrid;
@extend %gridGap;
}
div.repitem {
grid-template-columns: $qualityGrid;
@include repeatingInformation(6, false);
div.sheet-settings {
grid-column: 1 / 6;
grid-template-columns: $qualityGrid;
}
}
}
div.sheet-martial {
$martialGrid: 2fr 1fr 1.5em 1em 1em;
h2:nth-of-type(2) { text-align: center; }
div.sheet-headers {
display: grid;
grid-template-columns: $martialGrid;
@extend %gridGap;
}
div.repitem {
grid-template-columns: $martialGrid;
@include repeatingInformation(6, false);
div.sheet-settings {
grid-column: 1 / 6;
grid-template-columns: $martialGrid;
}
}
}
}
}
/***** SKILLS *****/
div.sheet-skill-box {
$skillGrid: 1fr 3.5em 5em 1em 1em;
h2:nth-of-type(1n+2) {
text-align: center;
}
label {
display : inline-block;
font-size : 0.8em;
text-transform: capitalize;
&[data-i18n-title='ratingmodifier'] {
grid-area: 1 / 3 / 1 / 7;
width: 100%;
input[type='number'] {
width: 3em;
}
}
&[data-i18n-title='specialization'] { grid-area: 3 / 1 / 3 / 7; }
&[data-i18n-title='notes'], textarea { grid-area: 4 / 1 / 4 / 7; }
& > input {
@extend %borderBottom;
text-align: left;
border-radius: 0px;
width: 100%;
}
}
div.sheet-buttons {
display: grid;
grid-template-columns: 1.5fr 1.5fr;
overflow: hidden;
}
input[name='attr_specialization'][value=''] ~ div.sheet-buttons {
grid-template-columns: 1fr;
}
input[name='attr_skill'] { @extend %borderBottom; }
input[name='attr_rating_modifier'] { width: 3.5em; }
input[name='attr_specialization'][value=' '] ~ div.sheet-buttons button[name*='specialization'],
input[name='attr_specialization'][value=''] ~ div.sheet-buttons button[name*='specialization'] { @extend %display-none; }
div.sheet-row-long {
grid-template-columns: $skillGrid;
padding: 1% 0.5%;
width: 100%;
@extend %display-inline-grid;
@extend %gridGap;
h3:nth-of-type(1n+2) { text-align: center; }
}
option.sheet-option-headers {
opacity: 0.2;
}
option.sheet-option-groups {
font-size: 1em;
font-style: italic;
}
div.repitem {
grid-template-columns: $skillGrid;
@include repeatingInformation(6, false);
input[name='attr_damage'],
input[name='attr_dicepool_modifier'] {
width: 3.5em;
}
div.sheet-settings {
grid-column: 1 / 6;
grid-template-columns: $skillGrid;
}
}
}
/*** ARMS ****/
div.sheet-arms {
div.sheet-headers {
display: grid;
@extend %gridGap;
h2:nth-of-type(1n+2) {
text-align: center;
}
}
div.repitem {
h3 { color: $blacker; }
input {
&:nth-of-type(1n+2) { text-align: center; }
&.sheet-flag-primary[value='primary'] + button,
&.sheet-flag-primary[value='primary'] + div.sheet-primary {
background-color: $primary;
border-bottom: 2px solid $blacker;
border-right: 0;
}
&.sheet-flag-primary[value='primary'] + button:hover {
background-color: $accent;
color: $white;
}
}
div.sheet-primary {
padding: 0.5% 1%;
}
h2,
label.sheet-protections {
width: 11%;
}
h2:nth-of-type(1n+2),
label.sheet-protections:nth-of-type(1n+2) {
margin-left: 2%;
}
label.sheet-protections > input {
width: 100%;
}
}
div.sheet-weapons {
div.sheet-headers {
grid-template-columns: 1fr 4em 3em 3em 3em 3em 1em 1em;
}
div.repitem {
$weaponsGrid: 1fr 4em 3em 3em 3em 3em 1em 1em;
grid-template-columns: $weaponsGrid;
@include repeatingInformation(9, false);
div.sheet-settings {
grid-column: 1 / 9;
grid-template-columns: $weaponsGrid;
}
}
div.sheet-weapon-range,
div.sheet-weapon-melee {
width: 100%;
div.sheet-row {
grid-column: 1 / 9;
label[data-i18n-title="modeoptions"],
label[data-i18n-title="range"]{
width: 25%;
}
input[type='number'] {width: 3em;}
select {width: 30%;}
};
div.sheet-exotic-warning { display: none; }
input[value='0'] + div.sheet-exotic-warning { display: block; }
}
}
div.sheet-armor {
$armorGrid: 1fr 5em 5em 1em 1em;
div.sheet-headers { grid-template-columns:$armorGrid; }
div.repitem {
grid-template-columns: $armorGrid;
@include repeatingInformation(6, false);
div.sheet-settings {
grid-column: 1 / 6;
grid-template-columns: $armorGrid;
div.sheet-row {
grid-column: 1 / 6;
}
}
}
}
}
/*** AUGS ****/
div.sheet-augs {
$augsGrid: 1fr 5em 5em 1em 1em;;
div.sheet-headers {
display: grid;
grid-template-columns:$augsGrid;
}
div.repitem {
grid-template-columns: $augsGrid;
@include repeatingInformation(6, true);
input[name='attr_augementation'] { text-align: left; }
div.sheet-settings {
grid-column: 1 / 6;
grid-template-columns: $augsGrid;
}
}
}
/*** GEAR ****/
div.sheet-gear {
$gearGrid: 1fr 5em 5em 1em 1em;;
div.sheet-headers {
display: grid;
grid-template-columns:$gearGrid;
}
div.repitem {
grid-template-columns: $gearGrid;
@include repeatingInformation(6, true);
input[name='attr_item'] { text-align: left; }
div.sheet-settings {
grid-column: 1 / 6;
grid-template-columns: $gearGrid;
}
}
}
/***** MAGIC *****/
div.sheet-magic {
$magicGrid: 30% 1.5fr 1.5fr 2fr 2em 1em 1em;
input.sheet-magic-toggle[value='rituals'] ~ .sheet-headers h2:nth-of-type(1n+2) {
@extend %display-none;
}
h2:nth-of-type(1n+2) { text-align: center; }
h3 { color: $blacker; }
div.sheet-headers {
display: grid;
@extend %gridGap;
grid-template-columns:$magicGrid;
h3:nth-of-type(1n+2) { text-align: center; }
}
/***** SPELLS & PREPARTATIONS *****/
div.sheet-spellsForumlas {
div.repitem {
grid-template-columns: $magicGrid;
@include repeatingInformation(8, false);
input[name='attr_damage'],
input[name='attr_dicepool_modifier'] {
width: 3.5em;
}
select[name='attr_category'] { grid-row: 2; }
div.sheet-row { grid-column: 1 / 6; }
div.sheet-settings {
grid-column: 1 / 8;
grid-template-columns: $magicGrid;
}
}
}
/***** RITUALS *****/
div.sheet-magic-rituals {
$ritualsGrid: 1fr 1em 1em;
@include repeatingInformation(4, false);
div.repitem {
grid-template-columns: $ritualsGrid;
label {
&[data-i18n-title='name'] { grid-column: 1 / 4; }
}
div.sheet-row { grid-column: 1 / 4; }
}
div.sheet-settings {
grid-template-columns: $ritualsGrid;
grid-column: 1 / 4;
}
}
div.sheet-magic-preps, div.sheet-magic-spells {
textarea { width: 93%; }
}
/***** PREPARATIONS *****/
div.sheet-magic-preps {
/* READIED PREPARATIONS */
div.sheet-prepared-preparations {
$preparationsGrid: 40% 1fr 1fr 2fr 1em 1em;
div.sheet-headers {
grid-template-columns:$preparationsGrid ;
}
div.repitem {
grid-template-columns: $preparationsGrid ;
@include repeatingInformation(7, false);
div.sheet-settings {
grid-column: 1 / 7;
grid-template-columns: $preparationsGrid;
select { grid-column: 4 / 7; }
textarea { width: 100%; }
}
}
}
}
/***** ADEPT POWERS *****/
div.sheet-powers {
$powersGrid: 1fr 3em 1em 1em;;
div.sheet-headers {
grid-template-columns:$powersGrid;
}
div.repitem {
grid-template-columns: $powersGrid;
@include repeatingInformation(5, true);
div.sheet-settings {
grid-column: 1 / 5;
grid-template-columns: $powersGrid;
}
}
}
}
/*** MATRIX ****/
div.sheet-matrix {
h3 { color: $blacker; }
div.sheet-commlinks {
$commlinkGrid: auto 1fr auto 1fr;
div.repitem{
grid-template-columns: $commlinkGrid;
@include repeatingInformation(6, false);
input:not([value='']) {
background-color: transparent;
}
.sheet-con-hex {
grid-column: 1 / 5;
}
}
}
div.sheet-programs {
$programGrid: 1em 1fr 1.5em 1em;
div.repitem {
grid-template-columns: $programGrid;
@extend %borderBottom;
@include repeatingInformation(6, false);
input[name='attr_program_on'] {
grid-area: 1 / 1 / 1 / 1;
&:checked + span {
color: $accent;
font-weight: bolder;
& + span {
font-weight: bolder;
}
}
& + span {
grid-area: 1 / 1 / 1 / 1;
}
}
}
div.sheet-settings {
grid-column: 1 / 6;
div.sheet-col {
&:nth-of-type(1) {
grid-column: 1 / 4;
& > label {
width: 100%;
}
}
&:nth-of-type(2) {
grid-column: 4 / 6;
text-align: center;
& > label {
width: 3em;
}
}
//Select row
&:nth-of-type(3) {
grid-area: 2 / 1 / 2 / 3;
}
&:nth-of-type(4) {
grid-area: 2 / 3 / 2 / 4;
}
&:nth-of-type(5) {
grid-column: 4 / 6;
text-align: center;
& > label {
width: 3em;
}
}
}
input[type='text'] {
grid-column: 1 / 4;
text-align: left;
}
}
}
div.sheet-complex-forms {
$complexFormsGrid: 30% 1fr 1fr 4em 1em 1em;
div.sheet-headers {
display: grid;
@extend %gridGap;
grid-template-columns: $complexFormsGrid;
h2:nth-of-type(1n+2) { text-align: center; }
}
div.repitem {
grid-template-columns: $complexFormsGrid;
@include repeatingInformation(7, false);
div.sheet-row {
grid-column: 1 / 7;
}
div.sheet-settings {
grid-column: 1 / 7;
grid-template-columns: $complexFormsGrid;
}
}
}
}
/*** SOCIAL ****/
div.sheet-social {
div.sheet-lifestyle {
$lifestyleGrid: 1fr 1.5em 1em 1em;
div.repitem {
grid-template-columns: $lifestyleGrid;
@include repeatingInformation(5, false);
div.sheet-collapse {
padding-left: 2%;
h3 {
margin-right: 1%;
}
}
div.sheet-settings {
grid-column: 1 / 5;
padding: 1% 2% 5% 2%;
min-height: 300px;
textarea {
height: 45px;
min-height: 45px;
}
}
}
}
div.sheet-contacts {
$contactsGrid: 1fr 4em 5.5em 4em 1.5em 1em 1em;
div.sheet-headers {
display: grid;
grid-template-columns: $contactsGrid;
grid-column-gap: 1%;
width: 100%;
}
div.repitem {
grid-template-columns: $contactsGrid;
@include repeatingInformation(8, false);
div.sheet-settings {
grid-column: 1 / 8;
}
}
}
}
/*** Vehicle ****/
div.sheet-vehicle {
}
/***** SECONDARY HEADERS LIKE ON SKILLS *****/
div.sheet-htab {
margin-right: -47px;
input {
&[type='radio'] {
margin-right: -80px;
top : 4px;
width : 80px;
& + h1 {
color: #9a9a9a;
}
&:hover ~ h1,
&:checked ~ h1 {
color: $accent
}
}
}
}
}
@import 'src/scss/_pc';
/******************************************************************************************/
/**************************** START OF THE NPC SHEET *************************************/
/****************************************************************************************/
@import 'src/scss/_npc';
/**************************************************************************/
/***************** PC & NPC SHEET SHOW & HIDE SETTINGS *******************/
/************************************************************************/
/* DISPLAY SETTINGS
============================= */
@import 'src/scss/_hide';
/*****************************************************************************************/
/**************************************** FOOTER ****************************************/
/***************************************************************************************/
/**** Footer ****/
div.sheet-footer {
border : none;
font-size : 0.55em;
line-height: 15px;
margin-top : 15px;
text-align : left;
width : 700px;
div {
display: inline-block;
width: 90%;
}
img {
float: right;
vertical-align: top;
width: 5%;
}
}
/********************************************************************************************************/
/**************************************** REPEATING SECTIONS *******************************************/
/********************************************************************************************************/
@import 'src/scss/_repeatingsection';
/********************************************************************************************************/
/**************************************** Roll template *******************************************/
/********************************************************************************************************/
@import 'src/scss/_rolltemplate';
/********************************************************************************************************/
/******************************* FireFox *******************************************/
/******************************************************************************************************/
input[type=number]::-webkit-outer-spin-button,
input[type=number]::-webkit-inner-spin-button {
-webkit-appearance: none;
margin: 0;}
input[type=number] {
-moz-appearance:textfield;}
/********************************************************************************************/
/***************** French Adjustments ********************************/
/*******************************************************************************************/
@import 'src/scss/layouts/_lang-fr';
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{
"html": "Shadowrun4thEdition.html",
"css": "Shadowrun4thEdition.css",
"authors": "Cassie Levett",
"roll20userid": "557736",
"patreon": "https://www.patreon.com/emeraldgrid",
"preview": "preview.png",
"instructions": "This characters sheet is not in active development and will have limited support from original author. *The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.*",
"useroptions": [
{
"attribute": "gm_toggle",
"displayname": "GM Whisper",
"displaytranslationkey": "gm-whisper",
"type": "select",
"options": [
"Whisper|/w gm",
"Public|"
],
"optiontranslationkeys": ["whisper", "public"],
"default": "Whisper",
"description": "Set the default for rolling in public or to gm.",
"descriptiontranslationkey": "whisperdescription"
}
]
}
+137
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<div class="pc-row">
<div class="header right-header">
<h1 data-i18n="corecombatinfo">Core Combat Info</h1>
<div class="right-tri">
</div></div>
<div class="border-box">
<div class="pc-box small-box core-combat">
<div class="row-long cc-arm">
<h2 data-i18n="primaryarmor">Primary Armor</h2>
<button type="roll" name="roll_soak" value="@{gm_toggle} &{template:rolls}{{header=^{soak}}}{{base=^{base}}}{{dice=[[((@{soak})+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifiers_toggle}]]}}{{edge=[[@{edge_toggle}]]}} style="width: 32%;">
<span name="attr_armor_name" title="@{soak}"></span>
</button>
<h3 data-i18n="rating">Rating</h3>
<span name="attr_ballistic" title="@{ballistic}"></span>
<span>/</span>
<span name="attr_impact" title="@{impact}"></span>
<div class="armor-buttons">
<button type="roll" name="roll_defense" value="@{gm_toggle} &{template:rolls}{{header=^{defense}}}{{base=^{base}}}{{dice=[[((@{defense})+@{wounds_toggle}+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Defense Roll"><span class="pictos-custom" title="@{defense}">e</span></button>
<button type="roll" name="roll_ballistic" value="@{gm_toggle} &{template:rolls}{{header=^{ballistic}}}{{base=^{base}}}{{dice=[[((@{ballistic}+@{soak})+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifiers_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span class="pictos-custom" title="@{ballistic}">t</span></button>
<button type="roll" name="roll_impact" value="@{gm_toggle} &{template:rolls}{{header=^{impact}}}{{base=^{base}}}{{dice=[[((@{impact}+@{soak})+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifiers_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span class="text-capitalize pictos" title="@{impact}">J</span></button>
</div>
</div>
<div class="row-long cc-row">
<h2 data-i18n="primaryrangedweapon">Primary Ranged Weapon</h2>
<button type="roll" name="primary range" value="@{gm_toggle} &{template:rolls}{{header=@{primary_range_weapon}}}{{base=^{base}}}{{dice=[[((@{primary_range_weapon_skill}+@{primary_range_weapon_dicepool}+@{agility})+@{wounds_toggle}+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{desc=@{primary_range_weapon_mode}, DV @{primary_range_weapon_damage}, AP @{primary_range_weapon_ap}}}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Primary range weapon"><span name="attr_primary_range_weapon" title="@{primary_range_weapon}"></span></button>
<!-- Ammo removal button -->
<button name="act_shots_remove" type="action">4</button>
<button type="action" name="act_primary_ammo" title="Shots Fired">
<img alt="small handgun icon" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Shadowrun5thEdition/images/gun.png" /><span name="attr_shots_fired"></span>
</button>
<button name="act_shots_add" type="action">4</button>
</div>
<div class="cc-row">
<h3 data-i18n="dam">Dam</h3><span name="attr_primary_range_weapon_damage" title="@{primary_range_weapon_damage}"></span>
<h3 data-i18n="ap">AP</h3><span name="attr_primary_range_weapon_ap" title="@{primary_range_weapon_ap}"></span>
<h3 data-i18n="mode">Mode</h3><span name="attr_primary_range_weapon_mode" title="@{primary_range_weapon_mode}"></span>
<h3 data-i18n="rc">RC</h3><span name="attr_primary_range_weapon_recoil" title="@{primary_range_weapon_recoil}"></span>
<h3 data-i18n="ammo">Ammo</h3>
<span name="attr_primary_range_weapon_ammo" title="@{primary_range_weapon_ammo}"></span>
<span name="attr_primary_range_weapon_ammo_max" title="@{primary_range_weapon_ammo_max}"></span>
<button class="pictos" name="act_reload" type="action">0</button>
</div>
<div class="row-long cc-row">
<h2 data-i18n="primarymeleeweapon">Primary Melee Weapon</h2>
<button type="roll" name="primary melee" value="@{gm_toggle} &{template:rolls}{{header=@{primary_melee_weapon}}}{{base=^{base}}}{{dice=[[((@{primary_melee_weapon_skill}+@{primary_melee_weapon_dicepool}+@{agility})+@{wounds_toggle}+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{desc=DV @{primary_melee_weapon_damage}, AP @{primary_melee_weapon_ap}, Reach @{primary_melee_weapon_reach}}}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Primary melee weapon"><span name="attr_primary_melee_weapon" title="@{primary_melee_weapon}"></span></button>
</div>
<div class="cc-row">
<h3 data-i18n="reach">Reach</h3><span name="attr_primary_melee_weapon_reach" title="@{primary_melee_weapon_reach}"></span>
<h3 data-i18n="dam">Dam</h3><span name="attr_primary_melee_weapon_damage" title="@{primary_melee_weapon_damage}"></span>
<h3 data-i18n="ap">AP</h3><span name="attr_primary_melee_weapon_ap" title="@{primary_melee_weapon_ap}"></span>
</div>
</div>
</div>
</div>
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ START OF THE CONDITION MONITOR ROW ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<div class="pc-row">
<div class="header right-header"><h1 data-i18n="conditionmonitor">Condition Monitor</h1><div class="right-tri"></div></div>
<div class="border-box">
<div class="pc-box medium-box condition-box">
<input type="checkbox" class="settings-toggle" name="attr_flag_condition" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<label data-i18n="conditionmonitormodifiers">Condition Monitor Modifiers (P/S): </label>
<input type="hidden" name="attr_physical" value="10" />
<input type="hidden" name="attr_stun" value="10" />
<input type="hidden" name="attr_physical_max" min="0" value="10" />
<input type="hidden" name="attr_stun_max" min="0" value="10" />
<input type="number" name="attr_physical_modifier" value="" placeholder="#" title="@{physical_modifier}" /><span> / </span>
<input type="number" name="attr_stun_modifier" value="" placeholder="#" title="@{stun_modifier}" /><br />
<input type="hidden" name="attr_overflow" value="3" />
<label data-i18n="overflowmodifier">Overflow Modifier</label><input type="number" name="attr_overflow_modifier" value="" placeholder="#" title="@{overflow_modifier}" /><br />
<label data-i18n="high pain tolerance">High Pain Tolerance</label>
<input type="number" name="attr_high_pain_tolerance" min="0" value="" placeholder="#" title="@{high_pain_tolerance}" /><br />
<label data-i18n="low pain tolerance">Low Pain Tolerance</label><input type="checkbox" name="attr_low_pain_tolerance" value="2" title="@{low_pain_tolerance}" /><br />
<label data-i18n="damage compensators">Damage Compensators (P/S): </label>
<input type="number" min="0" name="attr_damage_compensators_physical" value="" placeholder="#" title="@{damage_compensators_physical}" /><span> / </span>
<input type="number" min="0" name="attr_damage_compensators_stun" value="" placeholder="#" title="@{damage_compensators_stun}" />
</div>
<div class="display">
<div class="con-track">
<input type="hidden" name="attr_physical" value="0" />
<button type="action" name="act_cond_reset_physical" data-i18n="physicaldamagetrack">Physical Damage Track</button>
<div class="squares">
<input class="hex-hider" type="hidden" name="attr_physical_max" value="10" />
<input type="radio" name="attr_physical" value="1" /><span></span>
<input type="radio" name="attr_physical" value="2" /><span></span>
<input type="radio" name="attr_physical" value="3" /><span></span><div>-1</div>
<input type="radio" name="attr_physical" value="4" /><span></span>
<input type="radio" name="attr_physical" value="5" /><span></span>
<input type="radio" name="attr_physical" value="6" /><span></span><div>-2</div>
<input type="radio" name="attr_physical" value="7" /><span></span>
<input type="radio" name="attr_physical" value="8" /><span></span>
<input type="radio" name="attr_physical" value="9" /><span></span><div>-3</div>
<input type="radio" name="attr_physical" value="10" /><span></span>
<input type="radio" name="attr_physical" value="11" /><span></span>
<input type="radio" name="attr_physical" value="12" /><span></span><div>-4</div>
<input type="radio" name="attr_physical" value="13" /><span></span>
<input type="radio" name="attr_physical" value="14" /><span></span>
<input type="radio" name="attr_physical" value="15" /><span></span><div>-5</div>
<input type="radio" name="attr_physical" value="16" /><span></span>
<input type="radio" name="attr_physical" value="17" /><span></span>
<input type="radio" name="attr_physical" value="18" /><span></span><div>-6</div>
</div>
<div class="con-footer" title="@{overflow}">
<label data-i18n="overflow">Overflow</label><div class="attr-und"><span name="attr_overflow"></span></div>
</div>
</div>
<div class="con-track">
<input type="hidden" name="attr_stun" value="0" />
<button type="action" name="act_cond_reset_stun" data-i18n="stundamagetrack">Stun Damage Track</button>
<div class="squares">
<input class="hex-hider" type="hidden" name="attr_stun_max" value="10" />
<input type="radio" name="attr_stun" value="1" /><span></span>
<input type="radio" name="attr_stun" value="2" /><span></span>
<input type="radio" name="attr_stun" value="3" /><span></span><div>-1</div>
<input type="radio" name="attr_stun" value="4" /><span></span>
<input type="radio" name="attr_stun" value="5" /><span></span>
<input type="radio" name="attr_stun" value="6" /><span></span><div>-2</div>
<input type="radio" name="attr_stun" value="7" /><span></span>
<input type="radio" name="attr_stun" value="8" /><span></span>
<input type="radio" name="attr_stun" value="9" /><span></span><div>-3</div>
<input type="radio" name="attr_stun" value="10" /><span></span>
<input type="radio" name="attr_stun" value="11" /><span></span>
<input type="radio" name="attr_stun" value="12" /><span></span><div>-4</div>
<input type="radio" name="attr_stun" value="13" /><span></span>
<input type="radio" name="attr_stun" value="14" /><span></span>
<input type="radio" name="attr_stun" value="15" /><span></span><div>-5</div>
</div>
<div class="con-footer">
<span data-i18n="conditionfooter">For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.</span>
</div>
</div>
</div>
</div>
</div>
</div><!-- ~~~~~~~~ End of Condition Monitor ~~~~~~~~ -->
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<input type="hidden" name="attr_wounds" value="0" />
<input type="hidden" name="attr_explode_toggle" value="" />
<input type="hidden" name="attr_attribute_roll" value="" />
<input type="hidden" name="attr_armor_name" value="select a Primary in Arms" />
<input type="hidden" name="attr_impact" min="0" value="3" />
<input type="hidden" name="attr_ballistic" min="0" value="3" />
<input type="hidden" name="attr_primary_range_weapon" value="select a Primary in Arms" />
<input type="hidden" name="attr_primary_range_weapon_skill" />
<input type="hidden" name="attr_primary_range_weapon_damage" />
<input type="hidden" name="attr_primary_range_weapon_dicepool" />
<input type="hidden" name="attr_primary_range_weapon_ap" />
<input type="hidden" name="attr_primary_range_weapon_mode" />
<input type="hidden" name="attr_primary_range_weapon_recoil" />
<input type="hidden" name="attr_primary_range_weapon_ammo" />
<input type="hidden" name="attr_shots_fired" value="1" />
<input type="hidden" name="attr_primary_melee_weapon" value="select a Primary in Arms" />
<input type="hidden" name="attr_primary_melee_weapon_skill" />
<input type="hidden" name="attr_primary_melee_weapon_damage" />
<input type="hidden" name="attr_primary_melee_weapon_dicepool" />
<input type="hidden" name="attr_primary_melee_weapon_ap" />
<input type="hidden" name="attr_primary_melee_weapon_reach" />
<input type="hidden" name="attr_initiative_mod" value="6" />
<input type="hidden" name="attr_initiative_passes" min="1" max="5" value="1" />
<input type="hidden" name="attr_astral_initiative" max="0" value="0" />
<input type="hidden" name="attr_matrix_initiative" value="0" />
<input type="hidden" name="attr_walk" value="12" />
<input type="hidden" name="attr_run" value="24" />
<input type="hidden" name="attr_physical" value="0" />
<input type="hidden" name="attr_stun" value="0" />
<input type="hidden" name="attr_physical_max" min="0" value="10" />
<input type="hidden" name="attr_stun_max" min="0" value="10" />
<input type="hidden" name="attr_matrix" value="0" />
<input type="hidden" name="attr_matrix_max" min="8" value="10" />
<input type="hidden" name="attr_defense" value="6" />
<input type="hidden" name="attr_aeronauticsmechanic" min="0" value="0" />
<input type="hidden" name="attr_arcana" min="0" value="0" />
<input type="hidden" name="attr_archery" min="0" value="0" />
<input type="hidden" name="attr_armorer" min="0" value="0" />
<input type="hidden" name="attr_artificing" min="0" value="0" />
<input type="hidden" name="attr_artisan" min="0" value="0" />
<input type="hidden" name="attr_assensing" min="0" value="0" />
<input type="hidden" name="attr_astralcombat" min="0" value="0" />
<input type="hidden" name="attr_athletics" min="0" value="0" />
<input type="hidden" name="attr_automatics" min="0" min="0" value="0" />
<input type="hidden" name="attr_automotivemechanic" min="0" value="0" />
<input type="hidden" name="attr_banishing" min="0" value="0" />
<input type="hidden" name="attr_binding" min="0" value="0" />
<input type="hidden" name="attr_biotech" min="0" value="0" />
<input type="hidden" name="attr_blades" min="0" value="0" />
<input type="hidden" name="attr_chemistry" min="0" value="0" />
<input type="hidden" name="attr_closecombat" min="0" value="0" />
<input type="hidden" name="attr_clubs" min="0" value="0" />
<input type="hidden" name="attr_compiling" min="0" value="0" />
<input type="hidden" name="attr_computer" min="0" value="0" />
<input type="hidden" name="attr_con" min="0" value="0" />
<input type="hidden" name="attr_conjuring" min="0" value="0" />
<input type="hidden" name="attr_counterspelling" min="0" value="0" />
<input type="hidden" name="attr_cracking" min="0" value="0" />
<input type="hidden" name="attr_cybercombat" min="0" value="0" />
<input type="hidden" name="attr_cybertechnology" min="0" value="0" />
<input type="hidden" name="attr_decompiling" min="0" value="0" />
<input type="hidden" name="attr_demolitions" min="0" value="0" />
<input type="hidden" name="attr_disguise" min="0" value="0" />
<input type="hidden" name="attr_diving" min="0" value="0" />
<input type="hidden" name="attr_electronics" min="0" value="0" />
<input type="hidden" name="attr_electronicwarfare" min="0" value="0" />
<input type="hidden" name="attr_enchanting" min="0" value="0" />
<input type="hidden" name="attr_escapeartist" min="0" value="0" />
<input type="hidden" name="attr_etiquette" min="0" value="0" />
<input type="hidden" name="attr_exoticmelee" min="0" value="0" />
<input type="hidden" name="attr_exoticrange" min="0" value="0" />
<input type="hidden" name="attr_firearms" min="0" value="0" />
<input type="hidden" name="attr_firstaid" min="0" value="0" />
<input type="hidden" name="attr_flight" min="0" value="0" />
<input type="hidden" name="attr_forgery" min="0" value="0" />
<input type="hidden" name="attr_freefall" min="0" value="0" />
<input type="hidden" name="attr_gunnery" min="0" value="0" />
<input type="hidden" name="attr_gymnastics" min="0" value="0" />
<input type="hidden" name="attr_hacking" min="0" value="0" />
<input type="hidden" name="attr_hardware" min="0" value="0" />
<input type="hidden" name="attr_heavyweapons" min="0" value="0" />
<input type="hidden" name="attr_industrialmechanic" min="0" value="0" />
<input type="hidden" name="attr_influence" min="0" value="0" />
<input type="hidden" name="attr_instruction" min="0" value="0" />
<input type="hidden" name="attr_intimidation" min="0" value="0" />
<input type="hidden" name="attr_leadership" min="0" value="0" />
<input type="hidden" name="attr_locksmith" min="0" value="0" />
<input type="hidden" name="attr_longarms" min="0" value="0" />
<input type="hidden" name="attr_medicine" min="0" value="0" />
<input type="hidden" name="attr_nauticalmechanic" min="0" value="0" />
<input type="hidden" name="attr_navigation" min="0" value="0" />
<input type="hidden" name="attr_negotiation" min="0" value="0" />
<input type="hidden" name="attr_outdoors" min="0" value="0" />
<input type="hidden" name="attr_palming" min="0" value="0" />
<input type="hidden" name="attr_perception" min="0" value="0" />
<input type="hidden" name="attr_performance" min="0" value="0" />
<input type="hidden" name="attr_pilotaerospace" min="0" value="0" />
<input type="hidden" name="attr_pilotaircraft" min="0" value="0" />
<input type="hidden" name="attr_pilotexoticvehicle" min="0" value="0" />
<input type="hidden" name="attr_pilotgroundcraft" min="0" value="0" />
<input type="hidden" name="attr_pilotwalker" min="0" value="0" />
<input type="hidden" name="attr_pilotwatercraft" min="0" value="0" />
<input type="hidden" name="attr_pistols" min="0" value="0" />
<input type="hidden" name="attr_registering" min="0" value="0" />
<input type="hidden" name="attr_ritualspellcasting" min="0" value="0" />
<input type="hidden" name="attr_running" min="0" value="0" />
<input type="hidden" name="attr_sneaking" min="0" value="0" />
<input type="hidden" name="attr_software" min="0" value="0" />
<input type="hidden" name="attr_sorcery" min="0" value="0" />
<input type="hidden" name="attr_spellcasting" min="0" value="0" />
<input type="hidden" name="attr_stealth" min="0" value="0" />
<input type="hidden" name="attr_summoning" min="0" value="0" />
<input type="hidden" name="attr_survival" min="0" value="0" />
<input type="hidden" name="attr_swimming" min="0" value="0" />
<input type="hidden" name="attr_tasking" min="0" value="0" />
<input type="hidden" name="attr_throwingweapons" min="0" value="0" />
<input type="hidden" name="attr_tracking" min="0" value="0" />
<input type="hidden" name="attr_unarmedcombat" min="0" value="0" />
<input type="hidden" name="attr_dodge" min="0" value="0" />
<input type="hidden" name="attr_infiltration" min="0" value="0" />
<input type="hidden" name="attr_shadowing" min="0" value="0" />
<input type="hidden" name="attr_datasearch" min="0" value="0" />
+50
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<div class="options pc-col">
<div class="pc-row">
<div class="header right-header"><h1 data-i18n="options">Options</h1><div class="right-tri"></div></div>
<div class="border-box">
<div class="pc-box">
<div class="op-col">
<div>
<h2 data-i18n="character">Character</h2><br />
<label data-i18n="mundane">Mundane</label><input class="character-type" type="checkbox" name="attr_flag_special" value="mundane" title="@{flag_special}" checked /><br />
<label data-i18n="awakened">Awakened</label><input class="character-type" type="checkbox" name="attr_flag_special" value="magic" title="@{flag_special}" /><br />
<label data-i18n="emerged">Emerged</label><input class="character-type" type="checkbox" name="attr_flag_special" value="resonance" title="@{flag_special}" />
</div>
<hr />
<div>
<h2 data-i18n="sheetselect">Sheet Select</h2><br />
<select name="attr_sheet_type" title="@{sheet_type}" value='pc'>
<option value="pc" data-i18n="pc" selected>PC</option>
<option value="grunt" data-i18n="grunt">grunt</option>
<!---<option value="host" data-i18n="host">Host</option>
<option value="sprite" data-i18n="sprite">Sprite</option>
<option value="vehicle" data-i18n="vehicle">Vehicle</option>-->
</select>
</div>
<hr />
</div>
<div class="op-col">
<div>
<h2 data-i18n="temporarymodifiers">Temporary Modifiers</h2><br />
<label data-i18n="defense">Defense</label><input type="number" name="attr_defense_temp" title="@{defense_temp}" /><input type="checkbox" name="attr_defense_temp_flag" value="on" checked />
<label data-i18n="soak">Soak</label><input type="number" name="attr_soak_temp" title="@{soak_temp}" /><input type="checkbox" name="attr_soak_temp_flag" value="on" checked />
<hr />
<label data-i18n="body">Body</label><input type="number" name="attr_body_temp" title="@{body_temp}" /><input type="checkbox" name="attr_body_temp_flag" value="on" checked />
<label data-i18n="agility">Agility</label><input type="number" name="attr_agility_temp" title="@{agility_temp}" /><input type="checkbox" name="attr_agility_temp_flag" value="on" checked />
<label data-i18n="reaction">Reaction</label><input type="number" name="attr_reaction_temp" title="@{reaction_temp}" /><input type="checkbox" name="attr_reaction_temp_flag" value="on" checked />
<label data-i18n="strength">Strength</label><input type="number" name="attr_strength_temp" title="@{strength_temp}" /><input type="checkbox" name="attr_strength_temp_flag" value="on" checked />
<label data-i18n="willpower">Willpower</label><input type="number" name="attr_willpower_temp" title="@{willpower_temp}" /><input type="checkbox" name="attr_willpower_temp_flag" value="on" checked />
<label data-i18n="logic">Logic</label><input type="number" name="attr_logic_temp" title="@{logic_temp}" /><input type="checkbox" name="attr_logic_temp_flag" value="on" checked />
<label data-i18n="intuition">Intuition</label><input type="number" name="attr_intuition_temp" title="@{intuition_temp}" /><input type="checkbox" name="attr_intuition_temp_flag" value="on" checked />
<label data-i18n="charisma">Charisma</label><input type="number" name="attr_charisma_temp" title="@{charisma_temp}" /><input type="checkbox" name="attr_charisma_temp_flag" value="on" checked />
<label data-i18n="magic">Magic</label><input type="number" name="attr_magic_temp" title="@{magic_temp}" /><input type="checkbox" name="attr_magic_temp_flag" value="on" checked />
<label data-i18n="resonance">Resonance</label><input type="number" name="attr_resonance_temp" title="@{resonance_temp}" /><input type="checkbox" name="attr_resonance_temp_flag" value="on" checked />
<hr />
<label data-i18n="initiative">Initiative</label><input type="number" name="attr_initiative_mod_temp" title="@{initiative_temp}" /><input type="checkbox" name="attr_initiative_temp_flag" value="on" checked />
<label data-i18n="Initiative Passes">Initiative Passes</label><input type="number" name="attr_initiative_passes_temp" title="@{initiative_passes_temp}" /><input type="checkbox" name="attr_initiative_passes_temp_flag" value="on" checked />
</div>
</div>
</div>
</div>
</div>
</div>
@@ -0,0 +1,28 @@
<div class="rolltemplates">
<!--Roll Template for rolling without Focus-->
<rolltemplate class="sheet-rolltemplate-rolls">
<div class="sheet-template-body">
<div class="sheet-template-header">
{{#header}}{{header}}{{/header}}{{#spec}}<span> ({{spec}})</span>{{/spec}}<br />
{{#arm}}<span>{{arm}}</span>{{/arm}}
{{#base}}<span>{{base}}</span>{{/base}}
{{#rollLess() wound 0}}<span> ♦ </span><span data-i18n="wounds">Wounds</span>{{/rollLess() wound 0}}
{{#rollLess() mod 0}}<span> ♦ </span><span data-i18n="modifier">Modifier</span>{{/rollLess() mod 0}}
{{#rollGreater() mod 0}}<span> ♦ </span><span data-i18n="modifier">Modifier</span>{{/rollGreater() mod 0}}
{{#rollGreater() edge 0}}<span> ♦ </span><span data-i18n="edge">Edge</span>{{/rollGreater() edge 0}}
</div>
{{#dice}}<div class="sheet-template-row">{{dice}}</div>{{/dice}}
{{#desc}}
<div class="sheet-template-row">
<span class="sheet-template-desc">
{{desc}}
{{#rollGreater() rea 0}}, <span data-i18n="reach">Reach<span> {{rea}}{{/rollGreater() rea 0}}
{{#rollGreater() drain 1}}, <span data-i18n="drain">Drain</span> {{drain}}{{/rollGreater() drain 1}}
{{#rollLess() drain 2}}, <span data-i18n="drain-2">Drain 2<span>{{/rollLess() drain 2}}
</span>
</div>
{{/desc}}
{{#opp}}<div class="sheet-template-row">{{opp}}</div>{{/opp}}
</div>
</rolltemplate>
</div>
@@ -0,0 +1,94 @@
<option class="option-headers" disabled="true" data-i18n="combatskills">Combat Skills</option>
<option class="option-groups" value="Close Combat Group" data-i18n="closecombatgroup">Close Combat Group</option>
<option class="option-groups" value="Firearms Group" data-i18n="firearmsgroup">Firearms Group</option>
<option value="Archery" data-i18n="archery">Archery</option>
<option value="Automatics" data-i18n="automatics">Automatics</option>
<option value="Blades" data-i18n="blades">Blades</option>
<option value="Clubs" data-i18n="clubs">Clubs</option>
<option value="Dodge" data-i18n="dodge">Dodge</option>
<option value="Exotic Melee" data-i18n="exoticmelee">Exotic Melee</option>
<option value="Exotic Range" data-i18n="exoticrange">Exotic Range</option>
<option value="Heavy Weapons" data-i18n="heavyweapons">Heavy Weapons</option>
<option value="Longarms" data-i18n="longarms">Longarms</option>
<option value="Pistols" data-i18n="pistols">Pistols</option>
<option value="Throwing Weapons" data-i18n="throwingweapons">Throwing Weapons</option>
<option value="Unarmed Combat" data-i18n="unarmedcombat">Unarmed Combat</option>
<option class="option-headers" disabled="true" data-i18n="physicalskills">Physical Skills</option>
<option class="option-groups" value="Athletics Group" data-i18n="athleticsgroup">Athletics Group</option>
<option class="option-groups" value="Outdoors Group" data-i18n="outdoorsgroup">Outdoors Group</option>
<option class="option-groups" value="Stealth Group" data-i18n="stealthgroup">Stealth Group</option>
<option value="Climbing" data-i18n="climbing">Climbing</option>
<option value="Disguise" data-i18n="disguise">Disguise</option>
<option value="Diving" data-i18n="diving">Diving</option>
<option value="Escape Artist" data-i18n="escapeartist">Escape Artist</option>
<option value="Flight" data-i18n="flight">Flight</option>
<option value="Free Fall" data-i18n="freefall">Free Fall</option>
<option value="Gymnastics" data-i18n="gymnastics">Gymnastics</option>
<option value="infiltration" data-i18n="infiltration">Infiltration</option>
<option value="Navigation" data-i18n="navigation">Navigation</option>
<option value="Palming" data-i18n="palming">Palming</option>
<option value="Parachuting" data-i18n="parachuting">Parachuting</option>
<option value="Perception" data-i18n="perception">Perception</option>
<option value="Running" data-i18n="running">Running</option>
<option value="Shadowing" data-i18n="shadowing">Shadowing</option>
<option value="Survival" data-i18n="survival">Survival</option>
<option value="Swimming" data-i18n="swimming">Swimming</option>
<option value="Tracking" data-i18n="tracking">Tracking</option>
<option class="option-headers" disabled="true" data-i18n="socialskills">Social Skills</option>
<option class="option-groups" value="Influence Group" data-i18n="influencegroup">Influence Group</option>
<option value="Con" data-i18n="con">Con</option>
<option value="Etiquette" data-i18n="etiquette">Etiquette</option>
<option value="Instruction" data-i18n="instruction">Instruction</option>
<option value="Intimidation" data-i18n="intimidation">Intimidation</option>
<option value="Leadership" data-i18n="leadership">Leadership</option>
<option value="Negotiation" data-i18n="negotiation">Negotiation</option>
<option class="option-headers" disabled="true" data-i18n="magicalskills">Magical Skills</option>
<option class="option-groups" value="Conjuring Group" data-i18n="conjuringgroup">Conjuring Group</option>
<option class="option-groups" value="Sorcery Group" data-i18n="sorcerygroup">Sorcery Group</option>
<option value="Arcana" data-i18n="arcana">Arcana</option>
<option value="Assensing" data-i18n="assensing">Assensing</option>
<option value="Astral Combat" data-i18n="astralcombat">Astral Combat</option>
<option value="Banishing" data-i18n="banishing">Banishing</option>
<option value="Binding" data-i18n="binding">Binding</option>
<option value="Counterspelling" data-i18n="counterspelling">Counterspelling</option>
<option value="Enchanting" data-i18n="enchanting">Enchanting</option>
<option value="Ritual Spellcasting" data-i18n="ritualspellcasting">Ritual Spellcasting</option>
<option value="Spellcasting" data-i18n="spellcasting">Spellcasting</option>
<option value="Summoning" data-i18n="summoning">Summoning</option>
<option class="option-headers" disabled="true" data-i18n="resonanceskills">Resonance Skills</option>
<option class="option-groups" value="Tasking Group" data-i18n="taskinggroup">Tasking Group</option>
<option value="Compiling" data-i18n="compiling">Compiling</option>
<option value="Decompiling" data-i18n="decompiling">Decompiling</option>
<option value="Registering" data-i18n="registering">Registering</option>
<option class="option-headers" disabled="true" data-i18n="technicalskills">Technical Skills</option>
<option class="option-groups" value="Biotech Group" data-i18n="biotechgroup">Biotech Group</option>
<option class="option-groups" value="Cracking Group" data-i18n="crackinggroup">Cracking Group</option>
<option class="option-groups" value="Electronics Group" data-i18n="electronicsgroup">Electronics Group</option>
<option class="option-groups" value="Mechanical Group" data-i18n="mechanicalgroup">Mechanical Group</option>
<option value="Aeronautics Mechanic" data-i18n="aeronauticsmechanic">Aeronautics Mechanic</option>
<option value="Armorer" data-i18n="armorer">Armorer</option>
<option value="Artisan" data-i18n="artisan">Artisan</option>
<option value="Automotive Mechanic" data-i18n="automotivemechanic">Automotive Mechanic</option>
<option value="Chemistry" data-i18n="chemistry">Chemistry</option>
<option value="Computer" data-i18n="computer">Computer</option>
<option value="Cybercombat" data-i18n="cybercombat">Cybercombat</option>
<option value="Cybertechnology" data-i18n="cybertechnology">Cybertechnology</option>
<option value="Data Search" data-i18n="datasearch">Data Search</option>
<option value="Demolitions" data-i18n="demolitions">Demolitions</option>
<option value="Electronic Warfare" data-i18n="electronicwarfare">Electronic Warfare</option>
<option value="First Aid" data-i18n="firstaid">First Aid</option>
<option value="Forgery" data-i18n="forgery">Forgery</option>
<option value="Hacking" data-i18n="hacking">Hacking</option>
<option value="Hardware" data-i18n="hardware">Hardware</option>
<option value="Industrial Mechanic" data-i18n="industrialmechanic">Industrial Mechanic</option>
<option value="Locksmith" data-i18n="locksmith">Locksmith</option>
<option value="Medicine" data-i18n="medicine">Medicine</option>
<option value="Nautical Mechanic" data-i18n="nauticalmechanic">Nautical Mechanic</option>
<option value="Software" data-i18n="software">Software</option>
<option value="Gunnery" data-i18n="gunnery">Gunnery</option>
<option value="Pilot Aerospace" data-i18n="pilotaerospace">Pilot Aerospace</option>
<option value="Pilot Aircraft" data-i18n="pilotaircraft">Pilot Aircraft</option>
<option value="Pilot Anthroform" data-i18n="pilotanthroform">Pilot Anthroform</option>
<option value="Pilot Exotic Vehicle" data-i18n="pilotexoticvehicle">Pilot Exotic Vehicle</option>
<option value="Pilot Ground Craft" data-i18n="pilotgroundcraft">Pilot Ground Craft</option>
<option value="Pilot Watercraft" data-i18n="pilotwatercraft">Pilot Watercraft</option>
+309
View File
@@ -0,0 +1,309 @@
<div class="pc-row core-info">
<div class="header"><div class="triangle"></div><h1 data-i18n="personal">Personal Data</h1></div>
<div class="border-box">
<div class="pc-box small-box">
<div class="row-long pd-nam">
<h2 data-i18n="namealias">NAME/PRIMARY ALIAS</h2><input type="text" name="attr_name" placeholder="name" title="@{name}" />
</div>
<div class="row-long pd-meta">
<h2 data-i18n="metatype">Metatype</h2><input type="text" name="attr_metatype" placeholder="metatype" title="@{metatype}" />
<h2 data-i18n="ethnicity">Ethnicity</h2><input type="text" name="attr_ethnicity" placeholder="ethnicity" title="@{ethnicity}" />
</div>
<div class="row-long pd-age">
<h2 data-i18n="age">Age</h2><input type="text" name="attr_age" placeholder="age" title="@{age}" />
<h2 data-i18n="sex">Sex</h2><input type="text" name="attr_sex" placeholder="sex" title="@{sex}" />
<h2 data-i18n="height-u">Height</h2><input type="text" name="attr_height" placeholder="height" title="@{height}" >
<h2 data-i18n="weight">Weight</h2><input type="text" name="attr_weight" placeholder="weight" title="@{weight}" />
</div>
<div class="row-long pd-rep">
<h2 data-i18n="streetcred">Street Cred</h2><input type="number" name="attr_street_cred" placeholder="#" title="@{street_cred}" />
<h2 data-i18n="notoriety">Notoriety</h2><input type="number" name="attr_notoriety" placeholder="#" title="@{notoriety}" />
<h2 data-i18n="publicawareness">Public Awereness</h2><input type="number" name="attr_public_awareness" placeholder="#" title="@{public_awareness}" />
</div>
<div class="row-long pd-kar">
<h2 data-i18n="karma">Karma</h2><input type="number" name="attr_karma" placeholder="#" title="@{karma}" />
<h2 data-i18n="totalkarma">Total Karma</h2><input type="number" name="attr_total_karma" placeholder="#" title="@{total_karma}" />
<h2 data-i18n="misc">Misc</h2><input type="text" name="attr_misc" placeholder="misc" title="@{misc}" />
</div>
</div>
</div>
</div>
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ START OF ATTRIBUTES ROW ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<div class="pc-row">
<div class="header"><div class="triangle"></div><h1 data-i18n="attributes">Attributes</h1></div>
<div class="border-box">
<div class="pc-box medium-box attr-box">
<input type="checkbox" class="settings-toggle" name="attr_flag_attribute" checked="checked" title="Settings toggle" /><span>x</span>
<div class="attr-col attr-col-left">
<!-- ~~:+: Body :+:~~ -->
<input type="hidden" name="attr_body" value="0" />
<button type="roll" name="body" value="@{gm_toggle} &{template:rolls}{{header=^{body}}}{{base=^{attributes}}}{{dice=[[(@{body}+(@{attribute_roll})+@{wounds_toggle}+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span class="red" data-i18n="body">Body</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_body_base" value="" placeholder="3" title="@{body_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_body_modifier" value="" placeholder="0" title="@{body_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_body" title="@{body}" /></span>
</div>
<div class="display"><span name="attr_display_body" title="@{body}"></span></div>
</div>
<!-- ~~:+: Agility :+:~~ -->
<input type="hidden" name="attr_agility" value="0" />
<button type="roll" name="agility" value="@{gm_toggle} &{template:rolls}{{header=^{agility}}}{{base=^{attributes}}}{{dice=[[(@{agility}+(@{attribute_roll})+@{wounds_toggle}+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span class="red" data-i18n="agility">Agility</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_agility_base" value="" placeholder="3" title="@{agility_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_agility_modifier" value="" placeholder="0" title="@{agility_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_agility" title="@{agility}" /></span>
</div>
<div class="display"><span name="attr_display_agility" title="@{agility}"></span></div>
</div>
<!-- ~~:+: Reaction :+:~~ -->
<input type="hidden" name="attr_reaction" value="0" />
<button type="roll" name="reaction" value="@{gm_toggle} &{template:rolls}{{header=^{reaction}}}{{base=^{attributes}}}{{dice=[[(@{reaction}+(@{attribute_roll})+@{wounds_toggle}+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span class="red" data-i18n="reaction">Reaction</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_reaction_base" value="" placeholder="3" title="@{reaction_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_reaction_modifier" value="" placeholder="0" title="@{reaction_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_reaction" title="@{reaction}" /></span>
</div>
<div class="display"><span name="attr_display_reaction" title="@{reaction}"></span></div>
</div>
<!-- ~~:+: Strength :+:~~ -->
<input type="hidden" name="attr_strength" value="0" />
<button type="roll" name="strength" value="@{gm_toggle} &{template:rolls}{{header=^{strength}}}{{base=^{attributes}}}{{dice=[[(@{strength}+(@{attribute_roll})+@{wounds_toggle}+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span class="red" data-i18n="strength">Strength</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_strength_base" value="" placeholder="3" title="@{strength_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_strength_modifier" value="" placeholder="0" title="@{strength_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_strength" title="@{strength}" /></span>
</div>
<div class="display"><span name="attr_display_strength" title="@{strength}"></span></div>
</div>
<!-- ~~:+: Charisma :+:~~ -->
<input type="hidden" name="attr_charisma" value="0" />
<button type="roll" name="charisma" value="@{gm_toggle} &{template:rolls}{{header=^{charisma}}}{{base=^{attributes}}}{{dice=[[(@{charisma}+(@{attribute_roll})+@{wounds_toggle}+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span data-i18n="charisma">Charisma</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_charisma_base" value="" placeholder="3" title="@{charisma_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_charisma_modifier" value="" placeholder="0" title="@{charisma_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_charisma" title="@{charisma}" /></span>
</div>
<div class="display"><span name="attr_display_charisma" title="@{charisma}"></span></div>
</div>
<!-- ~~:+: Intuition :+:~~ -->
<input type="hidden" name="attr_intuition" value="0" />
<button type="roll" name="intuition" value="@{gm_toggle} &{template:rolls}{{header=^{intuition}}}{{base=^{attributes}}}{{dice=[[(@{intuition}+(@{attribute_roll})+@{wounds_toggle}+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span data-i18n="intuition">Intuition</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_intuition_base" value="" placeholder="3" title="@{intuition_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_intuition_modifier" value="" placeholder="0" title="@{intuition_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_intuition" title="@{intuition}" /></span>
</div>
<div class="display"><span name="attr_display_intuition" title="@{intuition}"></span></div>
</div>
<!-- ~~:+: Logic :+:~~ -->
<input type="hidden" name="attr_logic" value="0" />
<button type="roll" name="logic" value="@{gm_toggle} &{template:rolls}{{header=^{logic}}}{{base=^{attributes}}}{{dice=[[(@{logic}+(@{attribute_roll})+@{wounds_toggle}+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span data-i18n="logic">Logic</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_logic_base" value="" placeholder="3" title="@{logic_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_logic_modifier" value="" placeholder="0" title="@{logic_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_logic" title="@{logic}" /></span>
</div>
<div class="display"><span name="attr_display_logic" title="@{logic}"></span></div>
</div>
<!-- ~~:+: Willpower :+:~~ -->
<input type="hidden" name="attr_willpower" value="0" />
<button type="roll" name="willpower" value="@{gm_toggle} &{template:rolls}{{header=^{willpower}}}{{base=^{attributes}}}{{dice=[[(@{willpower}+(@{attribute_roll})+@{wounds_toggle}+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span data-i18n="willpower">Willpower</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_willpower_base" value="" placeholder="3" title="@{willpower_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_willpower_modifier" value="" placeholder="0" title="@{willpower_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_willpower" title="@{willpower}" /></span>
</div>
<div class="display"><span name="attr_display_willpower" title="@{willpower}"></span></div>
</div>
<!-- ~~:+: Edge :+:~~ -->
<button type="roll" name="edge" value="@{gm_toggle} &{template:rolls}{{header=^{edge}}}{{base=^{attributes}}}{{dice=[[(@{edge}+(@{attribute_roll})+@{wounds_toggle}+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span data-i18n="edge">Edge</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_edge" placeholder="3" title="@{edge}" />
</div>
<div class="display"><span name="attr_edge" title="@{edge}"></span></div>
</div>
<div class="edg-hex" style='margin-top: 5%;'>
<input class="edge-zero"type="hidden" name="attr_edge_hex" value="0"/>
<input class="hex-hider"type="hidden" name="attr_edge" value="1"/>
<input type="checkbox" name="attr_edge_hex" value="1" /><span class="hexagon"></span>
<input type="checkbox" name="attr_edge_hex" value="2" /><span class="hexagon"></span>
<input type="checkbox" name="attr_edge_hex" value="3" /><span class="hexagon"></span>
<input type="checkbox" name="attr_edge_hex" value="4" /><span class="hexagon"></span>
<input type="checkbox" name="attr_edge_hex" value="5" /><span class="hexagon"></span>
<input type="checkbox" name="attr_edge_hex" value="6" /><span class="hexagon"></span>
<input type="checkbox" name="attr_edge_hex" value="7" /><span class="hexagon"></span>
<input type="checkbox" name="attr_edge_hex" value="8" /><span class="hexagon"></span>
</div>
</div>
<div class="attr-col attr-col-right">
<!-- ~~:+: Essence :+:~~ -->
<label data-i18n="essence">Essence</label>
<div class="attr-und">
<div class="settings"><input type="text" min="0" name="attr_essence" placeholder="6" title="@{essence}" /></div>
<div class="display"><span name="attr_essence" title="@{essence}"></span></div>
</div>
<!-- ~~:+: Magic or Resonance :+:~~ -->
<input type="hidden" name="attr_magic" value="3" />
<input type="hidden" name="attr_resonance" value="3" />
<label data-i18n="magicres">Magic/Resonance</label>
<div class="attr-und">
<div class="settings">
<div class="hide-magic">
<input type="number" name="attr_magic_base" placeholder="0" title="@{magic_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_magic_modifier" placeholder="0" title="@{magic_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_magic" title="@{magic}" /></span>
</div>
<div class="hide-resonance">
<input type="number" name="attr_resonance_base" placeholder="0" title="@{resonance_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_resonance_modifier" placeholder="0" title="@{resonance_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_resonance" title="@{resonance}" /></span>
</div>
</div>
<div class="display">
<div class="hide-magic"><span name="attr_display_magic" title="@{magic}"></span></div>
<div class="hide-resonance"><span name="attr_display_resonance" title="@{resonance}"></span></div>
</div>
</div>
<!-- ~~:+: Initiative :+:~~ -->
<input type="hidden" name="attr_initiative" value="6" />
<button class="attr-ini" name="initiative" type="roll" value="@{gm_toggle} &{template:rolls}{{header=^{initiative}}}{{base=^{base}}}{{dice=[[((@{initiative}+@{modifiers_toggle})d6>5cf0)+(@{initiative})+(@{wounds_toggle}) &{tracker}]]}}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}">
<span class="attr-ini red" data-i18n="initiative">Initiative</span>
</button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_initiative_modifier" value="0" placeholder="0" title="@{initiative_modifier}" />
<span class="tiny-span"> = </span>
<span name="attr_display_initiative" title="@{initiative}"></span>
</div>
<div class="display">
<span name="attr_display_initiative" title="@{initiative}"></span>
</div>
</div>
<!-- ~~:+: Initiative Pass :+:~~ -->
<input type="hidden" name="attr_initiative_passes_base" value="1" />
<input type="hidden" name="attr_initiative_passes" value="1" min="1" />
<label class="attr-ini red" data-i18n="Initiative Passes">Initiative Passes</label>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_initiative_passes_modifier" value="1" placeholder="1" title="@{initiative_passes_modifier}" />
<span class="tiny-span"> = </span>
<span name="attr_display_initiative_passes" title="@{initiative_passes}"></span>
</div>
<div class="display">
<span name="attr_display_initiative_passes" title="@{initiative_passes}"></span>
</div>
</div>
<!-- ~~:+: Matrix Initative :+:~~ -->
<input type="hidden" name="attr_matrix_initiative" value="6" />
<button class="attr-ini" name="initiative" type="roll" value="@{gm_toggle} &{template:rolls}{{header=^{matrixinitiative}}}{{base=^{base}}}{{dice=[[((@{matrix_initiative}+@{modifiers_toggle})d6>5cf0)+(@{matrix_initiative})+(@{wounds_toggle}) &{tracker}]]}}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}">
<span class="attr-ini red" data-i18n="matrixinitiative"></span>
</button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_matrix_initiative_modifier" value="0" placeholder="0" title="@{matrix_initiative_modifier}" />
<span class="tiny-span"> = </span>
<span name="attr_display_matrix_initiative" title="@{matrix_initiative}"></span>
</div>
<div class="display">
<span name="attr_display_matrix_initiative" title="@{matrix_initiative}"></span>
</div>
</div>
<!-- ~~:+: Astral Initative :+:~~ -->
<input type="hidden" name="attr_astral_initiative" value="6" />
<button class="attr-ini" name="initiative" type="roll" value="@{gm_toggle} &{template:rolls}{{header=^{astralinitiative}}}{{base=^{base}}}{{dice=[[((@{astral_initiative}+@{modifiers_toggle})d6>5cf0)+(@{astral_initiative})+(@{wounds_toggle}) &{tracker}]]}}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}">
<span class="attr-ini red" data-i18n="astralinitiative"></span>
</button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_astral_initiative_modifier" value="0" placeholder="0" title="@{astral_initiative_modifier}" />
<span class="tiny-span"> = </span>
<span name="attr_display_astral_initiative" title="@{astral_initiative}"></span>
</div>
<div class="display">
<span name="attr_display_astral_initiative" title="@{astral_initiative}"></span>
</div>
</div>
<!-- ~~:+: Composure :+:~~ -->
<input type="hidden" name="attr_composure" value="" />
<button type="roll" name="composure" value="@{gm_toggle} &{template:rolls}{{header=^{composure}}}{{base=^{base}}}{{dice=[[(@{composure}+@{wounds_toggle}+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}{{edge=[[@{edge_toggle}]]}}}"><span data-i18n="composure">Composure</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_composure_modifier" placeholder="0" title="@{composure_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_composure" title="@{composure}" /></span>
</div>
<div class="display">
<span name="attr_composure" title="@{composure}"></span>
</div>
</div>
<!-- ~~:+: Judge Intentions :+:~~ -->
<input type="hidden" name="attr_judge_intentions" value="" />
<button type="roll" name="judge intentions" value="@{gm_toggle} &{template:rolls}{{header=^{judgeintentions}}}{{base=^{base}}}{{dice=[[(@{judge_intentions}+@{wounds_toggle}+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}{{edge=[[@{edge_toggle}]]}}">
<span data-i18n="judgeintentions">Judge Intentions</span>
</button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_judge_intentions_modifier" placeholder="0" title="@{judge_intentions_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_judge_intentions" title="@{judge_intentions}" /></span>
</div>
<div class="display">
<span name="attr_judge_intentions" title="@{judge_intentions}"></span>
</div>
</div>
<!-- ~~:+: Lift & Carry :+:~~ -->
<input type="hidden" name="attr_lift_carry" value="" />
<button type="roll" name="lift & carry" value="@{gm_toggle} &{template:rolls}{{header=^{liftcarry}}}{{base=^{base}}}{{dice=[[(@{lift_carry}+@{wounds_toggle}+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}{{edge=[[@{edge_toggle}]]}}">
<span data-i18n="liftcarry">Lift & Carry</span>
</button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_lift_carry_modifier" placeholder="0" title="@{lift_carry_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_lift_carry" title="@{lift_carry}" /></span>
</div>
<div class="display">
<span name="attr_lift_carry" title="@{lift_carry}"></span>
</div>
</div>
<!-- ~~:+: Memory :+:~~ -->
<input type="hidden" name="attr_memory" value="" />
<button type="roll" name="memory" value="@{gm_toggle} &{template:rolls}{{header=^{memory}}}{{base=^{base}}}{{dice=[[(@{memory}+@{wounds_toggle}+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}{{edge=[[@{edge_toggle}]]}}">
<span data-i18n="memory">Memory</span>
</button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_memory_modifier" placeholder="0" title="@{memory_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_memory" title="@{memory}" /></span>
</div>
<div class="display">
<span name="attr_memory" title="@{memory}"></span>
</div>
</div>
<!-- ~~:+: Walk & Run :+:~~ -->
<input type="hidden" name="attr_walk" value="12" />
<input type="hidden" name="attr_run" value="24" />
<label data-i18n="movement">Movement</label>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_walk_modifier" value="" placeholder="0" title="@{walk_modifier}" /><span class="tiny-span"> / </span>
<input type="number" name="attr_run_modifier" value="" placeholder="0" title="@{run_modifier}" /><span class="tiny-span"> / +</span>
<input type="number" name="attr_movement_mod" value="2" placeholder="2" title="@{movement_mod}" />
</div>
<div class="display">
<span name="attr_walk" title="@{walk}"></span><span> / </span>
<span name="attr_run" title="@{run}"></span><span> / +</span>
<span name="attr_movement_mod" title="@{movement_mod}"></span>
</div>
</div>
</div>
</div>
</div>
</div><!-- ~~~~~~~~ End of PC Attributes~~~~~~~~ -->
+138
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@@ -0,0 +1,138 @@
<div class="vehicle pc-col">
<div class="pc-row">
<div class="header right-header"><h1 data-i18n="vehicle">Vehicle</h1><div class="right-tri"></div></div>
<div class="border-box repeat-box vehicle-box">
<div class="pc-box medium-box">
<fieldset class="repeating_vehicle">
<input type="hidden" class="settings-toggle" name="attr_flag" value="settings" />
<div class="settings">
<div>
<div class="row-long">
<label data-i18n="name">Name</label>
<input type="text" name="attr_name" placeholder="name" title="Vehicle name" />
<label data-i18n="handling">Handling</label>
<input type="hidden" name="attr_handling" />
<input type="number" name="attr_handling_base" placeholder="#" title="Handling base" />
<input type="number" name="attr_handling_modifier" placeholder="#" title="Handling modifier" />
<input type="number" name="attr_handling_temp" placeholder="#" title="Handling temp" />
<input type="hidden" name="attr_display_handling" placeholder="#" />
</div>
<div class="row-long">
<label data-i18n="acceleration">Acceleration</label>
<input type="hidden" name="attr_acceleration" />
<input type="number" name="attr_acceleration_base" placeholder="#" title="Acceleration base" />
<input type="number" name="attr_acceleration_modifier" placeholder="#" title="Acceleration modifier" />
<input type="number" name="attr_acceleration_temp" placeholder="#" title="Acceleration temp" />
<input type="hidden" name="attr_display_acceleration" placeholder="#" />
<label data-i18n="speed">Speed</label>
<input type="hidden" name="attr_speed" />
<input type="number" name="attr_speed_base" placeholder="#" title="Speed base" />
<input type="number" name="attr_speed_modifier" placeholder="#" title="Speed modifier" />
<input type="number" name="attr_speed_temp" placeholder="#" title="Speed temp" />
<input type="hidden" name="attr_display_speed" placeholder="#" />
</div>
<div class="row-long">
<label data-i18n="pilot">Pilot</label>
<input type="hidden" name="attr_pilot" />
<input type="number" name="attr_pilot_base" placeholder="#" title="Pilot base" />
<input type="number" name="attr_pilot_modifier" placeholder="#" title="Pilot modifier" />
<input type="number" name="attr_pilot_temp" placeholder="#" title="Pilot temp" />
<input type="hidden" name="attr_display_pilot" placeholder="#" />
<label data-i18n="body">Body</label>
<input type="hidden" name="attr_body" />
<input type="number" name="attr_body_base" placeholder="#" title="Body base" />
<input type="number" name="attr_body_modifier" placeholder="#" title="Body modifier" />
<input type="number" name="attr_body_temp" placeholder="#" title="Body temp" />
<input type="hidden" name="attr_display_body" placeholder="#" />
</div>
<div class="row-long">
<label data-i18n="armor">Armor</label>
<input type="hidden" name="attr_armor" />
<input type="number" name="attr_armor_base" placeholder="#" title="Amro base" />
<input type="number" name="attr_armor_modifier" placeholder="#" title="Armor modifier" />
<input type="number" name="attr_armor_temp" placeholder="#" title="Armor temp" />
<input type="hidden" name="attr_display_armor" placeholder="#" />
<label data-i18n="sensor">Sensor</label>
<input type="hidden" name="attr_sensor" />
<input type="number" name="attr_sensor_base" placeholder="#" title="Sensor base" />
<input type="number" name="attr_sensor_modifier" placeholder="#" title="Sensor modifier" />
<input type="number" name="attr_sensor_temp" placeholder="#" title="Sensor temp" />
<input type="hidden" name="attr_display_sensor" placeholder="#" />
</div>
<div class="row-long">
<h3 data-i18n="base">Base</h3><h3 data-i18n="modifier">Modifier</h3>
<h3 data-i18n="temp">Temp</h3><h3 data-i18n="base">Base</h3>
<h3 data-i18n="modifier">Modifier</h3><h3 data-i18n="temp">Temp</h3>
</div>
<h3 data-i18n="notes">Notes</h3>
<textarea name="attr_notes" value="" placeholder="Notes"></textarea>
</div>
</div>
<div class="display">
<input class="display-flag" type="checkbox" name="attr_display_flag" />
<div class="row-long">
<div class="display-row" title="Vehicle">
<h3 data-i18n="vehicle">Vehicle</h3>
<div>
<span name="attr_name"></span>
</div>
</div>
<div class="display-row" title="Handling">
<h3 data-i18n="handling">Handling</h3>
<div class="vehicle-stat">
<span name="attr_display_handling"></span>
</div>
</div>
</div>
<div class="row-long">
<div class="display-row" title="Acceleration">
<h3 data-i18n="acceleration">Acceleration</h3>
<div class="vehicle-stat">
<span name="attr_display_acceleration"></span>
</div>
</div>
<div class="display-row" title="Speed">
<h3 data-i18n="speed">Speed</h3>
<div class="vehicle-stat">
<span name="attr_display_speed"></span>
</div>
</div>
</div>
<div class="row-long">
<div class="display-row" title="Pilot">
<h3 data-i18n="pilot">Pilot</h3>
<div class="vehicle-stat">
<span name="attr_display_pilot"></span>
</div>
</div>
<div class="display-row" title="Body">
<h3 data-i18n="body">Body</h3>
<div class="vehicle-stat">
<span name="attr_display_body"></span>
</div>
</div>
</div>
<div class="row-long">
<div class="display-row" title="Armor">
<h3 data-i18n="armor">Armor</h3>
<div class="vehicle-stat">
<span name="attr_display_armor"></span>
</div>
</div>
<div class="display-row" title="Sensor">
<h3 data-i18n="sensor">Sensor</h3>
<div class="vehicle-stat">
<span name="attr_display_sensor"></span>
</div>
</div>
</div>
<div class="collapsable">
<div class="desc"><span name="attr_notes"></span></div>
</div>
</div>
<input class="settings-toggle" type='checkbox' name='attr_flag' value='settings' /><span class='pictos'>x</span>
</fieldset>
</div>
</div>
</div>
</div>
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@@ -0,0 +1,13 @@
class PrimaryArmor {
constructor(name) {
this.armor_name = name || 'select a Primary in Arms',
this.soak = 0,
this.soak_modifier = 0,
this.armor_rating = 0,
this.acid_modifier = 0,
this.cold_modifier = 0,
this.fire_modifier = 0,
this.radiation_modifier = 0,
this.electrical_modifier = 0
}
}
@@ -0,0 +1,27 @@
class PrimaryWeapon {
constructor(type) {
this[`primary_${type}_weapon`] = 'select a Primary in Arms',
this[`primary_${type}_weapon_skill`] = type === 'range' ? '@{firearms}' : '@{closecombat}',
this[`primary_${type}_weapon_damage`] = '',
this[`primary_${type}_weapon_dicepool`] = '',
this[`primary_${type}_weapon_ap`] = ''
}
}
class PrimaryRangeWeapon extends PrimaryWeapon {
constructor(type) {
super(type)
this[`primary_${type}_weapon_mode`] = '',
this[`primary_${type}_weapon_recoil`] = '',
this[`primary_${type}_weapon_ammo`] = '',
this[`primary_${type}_weapon_ammo_max`] = ''
}
}
class PrimaryMeleeWeapon extends PrimaryWeapon {
constructor(type) {
super(type)
this[`primary_${type}_weapon_reach`] = ''
}
}
+46
View File
@@ -0,0 +1,46 @@
const sheetAttributes = {
attributes: ['body', 'agility', 'reaction', 'strength', 'willpower', 'logic', 'intuition', 'charisma', 'edge'],
translationsAttributes: ['attribute', 'body', 'agility', 'reaction', 'strength', 'willpower', 'logic', 'intuition', 'charisma', 'edge', 'none'],
repeating: ['quality', 'martial', 'items', 'range', 'melee', 'armor', 'spell', 'preps', 'ritual', 'powers', 'forms', 'vehicle', 'augementations', 'lifestyle', 'contacts', 'programs'],
repeatingSkills: ['active', 'knowledge', 'language'],
tabs: [`core`, `arms`, `augs`, `gear`, `magic`, `matrix`, `social`, `vehicle`, `options`],
woundCalculation: ['high_pain_tolerance', 'low_pain_tolerance', 'damage_compensators_physical', 'damage_compensators_stun', 'stun', 'physical'],
calculatedAttributes: ['body', 'agility', 'reaction', 'strength', 'willpower', 'logic', 'intuition','charisma','magic', 'resonance', 'attack', 'sleaze', 'data_processing', 'firewall'],
initiative: ['reaction', 'intuition', 'initiative_modifier', 'initiative_temp', 'initiative_temp_flag'],
initiative_passes: ['initiative_passes_base', 'initiative_passes_modifier', 'initiative_passes_temp', 'initiative_passes_temp_flag'],
astral_initiative: ['intuition', 'astral_initiative_modifier'],
matrix_initiative: [],
derivedAttributes: ['memory', 'composure', 'defense', 'soak', 'overflow', 'judge_intentions', 'lift_carry'],
lift_carry: ['body', 'strength', 'lift_carry_modifier'],
overflow: ['body', 'overflow_modifier'],
soak: ['body', 'soak_modifier', 'soak_temp', `soak_temp_flag`],
defense: ['reaction', 'defense_modifier', 'defense_temp', `defense_temp_flag`],
judge_intentions: ['charisma', 'intuition', 'judge_intentions_modifier'],
composure: ['charisma', 'willpower', 'composure_modifier'],
memory: ['logic', 'willpower', 'memory_modifier'],
conditionTracks: ['stun', 'physical', 'matrix'],
physical: ['physical_modifier', 'body', 'sheet_type', 'flag_drone'],
stun: ['stun_modifier', 'willpower'],
matrix: ['matrix_modifier', 'device_rating'],
stunCharacters: ['grunt', 'pc'],
physicalCharacters: ['grunt', 'pc', 'vehicle'],
matrixCharacters: ['vehicle', 'host', 'sprite'],
matrixAttributes: ['attack', 'sleaze', 'data_processing', 'firewall'],
weaponTypes: ['range', 'melee'],
rangeAttributes: ['dicepool', 'weapon', 'damage', 'ap', 'skill', 'ammo', 'mode', 'recoil'],
meleeAttributes: ['dicepool', 'weapon', 'damage', 'ap', 'skill', 'reach'],
spellTypes: ['spell', 'preps', 'ritual', 'forms'],
armorAttributes: ['name', 'impact', 'ballistic', 'modifier'],
armorSoak: ['modifier', 'rating'],
armorProtections: ['impact', 'acid', 'electrical', 'cold', 'fire', 'falling']
}
@@ -0,0 +1,82 @@
on('sheet:opened', () => {
//-getAttrs(['version'], v => { versioning(parseFloat(v.version) || 1); });
translations();
});
on('clicked:shots_remove clicked:shots_add', eventinfo => updateShotsFired(eventinfo.triggerName))
on('clicked:primary_ammo', () => updateAmmoWithShotsFired())
on('clicked:reload', () => updateAmmoWithMax())
sheetAttributes.tabs.forEach(attr => on(`clicked:tab_${attr}`, () => updateTab(attr)))
on('change:agility change:walk_modifier change:run_modifier', () => updateMovement())
sheetAttributes.calculatedAttributes.forEach(attribute => {
const attributeArray = [`${attribute}_base`, `${attribute}_modifier`, `${attribute}_temp`, `${attribute}_temp_flag`]
attributeArray.forEach(attr => on(`change:${attr}`, () => updateAttributes(attributeArray, attribute)))
});
sheetAttributes.initiative.forEach(attr => on(`change:${attr}`, () => updateAttributes(sheetAttributes.initiative, 'initiative')))
sheetAttributes.initiative_passes.forEach(attr => on(`change:${attr}`, () => updateAttributes(sheetAttributes.initiative_passes, 'initiative_passes')))
sheetAttributes.astral_initiative.forEach(attr => on(`change:${attr}`, () => updateAstralInitiative()))
sheetAttributes.derivedAttributes.forEach(derivedAttribute => {
sheetAttributes[derivedAttribute].forEach(attr => on(`change:${attr}`, () => updateDerivedAttribute(derivedAttribute)))
})
sheetAttributes.conditionTracks.forEach(conditionTrack => {
sheetAttributes[conditionTrack].forEach(attr => on(`change:${attr}`, () => updateConditionTracks(conditionTrack)))
})
sheetAttributes.woundCalculation.forEach(attr => on(`change:${attr}`, () => updateWounds()))
sheetAttributes.repeatingSkills.forEach(field => {
on(`change:repeating_${field}:rating change:repeating_${field}:rating_modifier`, eventinfo => updateRepeatingSkillRating(eventinfo.triggerName))
on(`change:repeating_${field}:attribute`, eventinfo => updateRepeatingSkillAttribute(eventinfo))
on(`change:repeating_${field}:dicepool`, eventinfo => updateRepeatingSkillDicepool(eventinfo))
})
sheetAttributes.weaponTypes.forEach(type => {
on(`change:repeating_${type}:dicepool_modifier change:repeating_${type}:specialization`, eventinfo => updateRepeatingWeaponDicepool(eventinfo.triggerName))
on(`change:repeating_${type}:primary`, eventinfo => updateRepeatingWeaponPrimary(eventinfo, type))
})
sheetAttributes.rangeAttributes.forEach(attr => on(`change:repeating_range:${attr}`, eventinfo => updatePrimary(eventinfo)))
sheetAttributes.meleeAttributes.forEach(attr => on(`change:repeating_melee:${attr}`, eventinfo => updatePrimary(eventinfo)))
sheetAttributes.armorAttributes.forEach(attr => on(`change:repeating_armor:${attr}`, eventinfo => updatePrimary(eventinfo)))
on("change:repeating_armor:primary", eventinfo => updateRepeatingArmorPrimary(eventinfo))
on(`change:repeating_active:skill`, eventinfo => updateRepeatingSkillName(eventinfo))
on('clicked:cond_reset_physical clicked:cond_reset_stun', eventinfo => resetConditionTrack(eventinfo))
on('change:edge_toggle', eventinfo => edgeToggle(eventinfo.newValue))
on('change:device_rating change:matrix_modifier', () => updateMatrixMaximum())
on('change:intuition change:astral_mod_modifier', () => updateAstralInitiative())
on('change:initiative_passes_modifier change:edge_toggle change:initiative_passes_temp change:initiative_passes_temp_flag', () => updateInitiativeDice())
on('change:astral_dice_modifier change:edge_toggle', () => updateAstralInitiativeDice())
on('change:host_rating change:data_processing change:pilot change:intuition change:matrix_initiative_modifier change:level change:matrix_dice_modifier change:edge_toggle', () => updateMatrixInitiative())
on("clicked:cond_reset", () => resetNpcCondition());
sheetAttributes.spellTypes.forEach(type => on(`change:repeating_${type}:dicepool_modifier change:repeating_${type}:specialization`, eventinfo => updateSpellsDicepool(eventinfo)))
on("change:level", eventinfo => updateSpriteConditionTrack(eventinfo.newValue))
on("change:host_rating", eventinfo => updateHostAttributes(eventinfo.newValue))
on("change:default_attribute", eventinfo => updateDefaultAttribute(eventinfo.newValue))
@@ -0,0 +1,185 @@
const processingFunctions = {
convertIntegerNegative: number => number > 0 ? -Math.abs(number) : number,
convertIntegersNegatives: numbers => {
for (let [key, value] of Object.entries(numbers)) {
numbers[key] = processingFunctions.convertIntegerNegative(value);
}
return numbers
},
findRepeatingField: trigger => trigger.split('_')[1],
//Roll20 does not allow for Promises
//getAttributes: array => new Promise((resolve, reject) => array ? getAttrs(array, v => resolve(v)) : reject(errorMessage('Function failed'))),
getReprowid: trigger => {
const split = trigger.split('_');
return `${split[0]}_${split[1]}_${split[2]}`
},
getReprowAttribute: key => {
const getReprowid = processingFunctions.getReprowid(key)
return key.split(`${getReprowid}_`)[1]
},
getTranslations: translationKeys => {
let translations = {}
translationKeys.forEach(key => translations[`${key}`] = getTranslationByKey(key))
return translations
},
parseInteger: string => parseInt(string) || 0,
parseIntegers: numbers => {
for (let [key, value] of Object.entries(numbers)) {
numbers[key] = parseInt(value) || 0;
}
return numbers
},
setAttributes: (update, silent) => silent && typeof update === 'object' ? setAttrs(update, {silent:true}) : typeof update === 'object' ? setAttrs(update) : console.error(`${update} is not an object`),
sliceAttr: attribute => attribute.slice(2, -1),
sumIntegers: numbers => numbers.reduce((a,b) => a + b, 0),
shadowrun: {
addRepRow: (repRowID, attributeList) => {
let weaponAttributeWithRepeatingRow = []
attributeList.forEach(weaponAttribute => weaponAttributeWithRepeatingRow.push(`${repRowID}_${weaponAttribute}`))
return weaponAttributeWithRepeatingRow
},
attributeFactory: attrs => {
attrs = processingFunctions.shadowrun.findFlagInKeys(attrs) ? processingFunctions.shadowrun.processTempFlags(attrs) : attrs
attrs = processingFunctions.parseIntegers(attrs)
attrs = processingFunctions.shadowrun.calculateBonuses(attrs)
attrs.total = processingFunctions.sumIntegers(Object.values(attrs))
attrs.base = attrs.total - attrs.bonus
return attrs
},
conditionFactory: attrs => {
attrs.attribute = processingFunctions.shadowrun.determineConditionAttribute(attrs)
attrs.base = processingFunctions.shadowrun.determineConditionBase(attrs.sheet_type, attrs.flag_drone)
attrs.modifier = attrs[processingFunctions.shadowrun.findModifierInKeys(attrs)]
Object.keys(attrs).forEach(key => !['attribute', 'base', 'modifier'].includes(key) ? delete attrs[key] : false)
attrs = processingFunctions.parseIntegers(attrs)
return attrs
},
contructRepeatingWeaponAttributes: (repRowID, type) => {
const attributeList = processingFunctions.shadowrun.determineWeaponAttributesByType(type)
const constructedWeaponAttributes = processingFunctions.shadowrun.addRepRow(repRowID, attributeList)
return constructedWeaponAttributes
},
buildDisplay: (base, bonus) => bonus === 0 ? base : `${base} (${base + bonus})`,
calculateBonuses: attrs => {
attrs.bonus = 0
for (let [key, value] of Object.entries(attrs)) {
if (key.includes('modifier') || key.includes('temp')) {
attrs.bonus += value
delete attrs[key]
}
}
return attrs
},
calculateConditionTracks: conditionInts => Math.ceil(conditionInts.attribute/2) + conditionInts.base + conditionInts.modifier,
calculateRunSpeed: (agility, modifier) => 25 + modifier,
calculateWalkSpeed:(agility, modifier) => 10 + modifier,
calculateWounds: attrs => {
const divisor = attrs.low_pain_tolerance === 2 ? attrs.low_pain_tolerance : 3;
const highPain = attrs.high_pain_tolerance >= 1 ? attrs.high_pain_tolerance : 0;
let sum = 0;
["stun", "physical"].forEach(attr => {
const damageCompensator = attrs[`damage_compensators_${attr}`] || 0
let dividend = Math.max(attrs[`${attr}`] - (highPain + damageCompensator), 0)
sum -= Math.floor(dividend / divisor) || 0
})
return sum
},
convertSkillSelectToHiddenSkill: skillName => {
let skill = skillName.toLowerCase()
skill = skill.includes('group') ? skill.slice(0, -6) : skill
skill = skill.includes(" ") ? skill.replace(/ /g,"") : skill
return skill
},
determineConditionBase: (type, drone) => drone && drone === 'drone' ? 6 : type === 'vehicle' ? 12 : 8,
determineConditionAttribute: attrs => attrs.willpower ? attrs.willpower : attrs.body ? attrs.body : attrs.device_rating ? attrs.device_rating : 0,
determineWeaponAttributesByType: weaponType => weaponType === 'range' ? sheetAttributes.rangeAttributes : sheetAttributes.meleeAttributes,
determineExplodingEdge: newValue => newValue === `@{edge}` ? "!" : "",
findFlagInKeys: attrs => Object.keys(attrs).find(key => key.includes('_flag')),
findModifierInKeys: attrs => Object.keys(attrs).find(key => key.includes('_modifier')),
processTempFlags: attrs => {
try {
const tempFlag = processingFunctions.shadowrun.findFlagInKeys(attrs)
const attrName = tempFlag.split('_temp_flag')[0]
attrs[`${tempFlag}`] === 'on' ? false : delete attrs[`${attrName}_temp`];
delete attrs[`${tempFlag}`];
return attrs
} catch (error) {
console.error(error)
}
},
resetRepeatingFieldsPrimaries: (repeatingSection, repRowID) => {
getSectionIDs(repeatingSection, ids => {
let attributesWithIDs = [];
let update = {};
ids.forEach(id => attributesWithIDs.push(`${repeatingSection}_${id}_primary`))
attributesWithIDs.forEach(attribute => !attribute.includes(repRowID) ? update[attribute] = 0 : false)
setAttrs(update);
})
},
shotsFired: (shots, trigger) => shots > 0 && trigger.includes('remove') ? shots -= 1 : trigger.includes('add') ? shots += 1 : shots,
resetPrimaryArmor: () => {
const resetPrimary = new PrimaryArmor()
let update = {}
for (let [key, value] of Object.entries(resetPrimary)) {
update[key] = value
}
return update
},
resetPrimaryWeapon: type => {
const resetPrimary = type === 'range' ? new PrimaryRangeWeapon(type) : new PrimaryMeleeWeapon(type)
let update = {}
for (let [key, value] of Object.entries(resetPrimary)) {
update[key] = value
}
return update
},
updatePrimaryArmor: attrs => {
let update = {}
for (let [key, value] of Object.entries(attrs)) {
const repRowID = processingFunctions.getReprowid(key)
if (key.includes('name')) {
update['armor_name'] = attrs[`${repRowID}_name`]
} else if (key.includes('impact')) {
update['impact'] = value
} else if (key.includes('modifier')) {
update['soak_modifier'] = value
} else {
update[`ballistic`] = value
}
}
return update
},
updatePrimaryWeapons: attrs => {
let update = {}
for (let [key, value] of Object.entries(attrs)) {
const type = processingFunctions.findRepeatingField(key)
const weaponAttribute = processingFunctions.getReprowAttribute(key)
const primaryAttributeName = key.includes('weapon') ? `primary_${type}_weapon` : `primary_${type}_weapon_${weaponAttribute}`
update[primaryAttributeName] = value
if (key.includes('ammo')) {
update[`${primaryAttributeName}_max`] = value
}
}
return update
}
}
}
//for Mocha Unit Texting
//module.exports = processingFunctions;
+477
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//Edge toggle to include ! for exploding dice
const edgeToggle = newValue => {
processingFunctions.setAttributes({
explode_toggle: processingFunctions.shadowrun.determineExplodingEdge(newValue)
})
}
const updateHostAttributes = newValue => {
newValue = processingFunctions.parseInteger(newValue)
processingFunctions.setAttributes({
matrix_max: 8 + Math.ceil(newValue/2),
ic_attack: Math.min(newValue + newValue)
})
}
const updateSpriteConditionTrack = newValue => {
newValue = processingFunctions.parseInteger(newValue)
processingFunctions.setAttributes({
matrix_max: 8 + Math.ceil(newValue/2)
})
}
//ALSO COVER COMPLEX FORMS
const updateSpellsDicepool = eventinfo => {
const repRowID = processingFunctions.getReprowid(eventinfo.triggerName)
getAttrs([`${repRowID}_specialization`, `${repRowID}_dicepool_modifier`], attrs => {
attrs = processingFunctions.parseIntegers(attrs)
processingFunctions.setAttributes({
[`${repRowID}_dicepool`]: processingFunctions.sumIntegers(Object.values(attrs))
})
})
}
const resetNpcCondition = () => setAttributes({physical: 0, stun: 0, matrix: 0})
const updatePrimary = eventinfo => {
const repRowID = processingFunctions.getReprowid(eventinfo.triggerName)
getAttrs([`${repRowID}_primary`], attrs => {
if (attrs[`${repRowID}_primary`] === 'primary') {
let update = {}
if (repRowID.includes('armor')) {
update = processingFunctions.shadowrun.updatePrimaryArmor({[eventinfo.triggerName]: eventinfo.newValue})
} else {
update = processingFunctions.shadowrun.updatePrimaryWeapons({[eventinfo.triggerName]: eventinfo.newValue})
}
processingFunctions.setAttributes(update)
}
})
}
const updateRepeatingArmorPrimary = eventinfo => {
const repRowID = processingFunctions.getReprowid(eventinfo.triggerName)
if (eventinfo.newValue === undefined) {
return false
} else if (eventinfo.newValue === 'primary') {
const constructedArmorAttributes = processingFunctions.shadowrun.addRepRow(repRowID, sheetAttributes.armorAttributes)
getAttrs(constructedArmorAttributes, attrs => {
const update = processingFunctions.shadowrun.updatePrimaryArmor(attrs)
processingFunctions.setAttributes(update)
})
processingFunctions.shadowrun.resetRepeatingFieldsPrimaries(`repeating_armor`, repRowID)
} else {
const update = processingFunctions.shadowrun.resetPrimaryArmor()
processingFunctions.setAttributes(update)
}
}
const updateRepeatingWeaponPrimary = (eventinfo, type) => {
const repRowID = processingFunctions.getReprowid(eventinfo.triggerName)
if (eventinfo.newValue === undefined) {
return false
} else if (eventinfo.newValue === 'primary') {
const constructedWeaponAttributes = processingFunctions.shadowrun.contructRepeatingWeaponAttributes(repRowID, type)
getAttrs(constructedWeaponAttributes, attrs => {
const update = processingFunctions.shadowrun.updatePrimaryWeapons(attrs)
processingFunctions.setAttributes(update)
})
processingFunctions.shadowrun.resetRepeatingFieldsPrimaries(`repeating_${type}`, repRowID)
} else {
const update = processingFunctions.shadowrun.resetPrimaryWeapon(type)
processingFunctions.setAttributes(update)
}
}
const updateRepeatingWeaponDicepool = trigger => {
const repRowID = processingFunctions.getReprowid(trigger)
getAttrs([`${repRowID}_dicepool_modifier`, `${repRowID}_specialization`], attrs => {
attrs = processingFunctions.parseIntegers(attrs)
processingFunctions.setAttributes({
[`${repRowID}_dicepool`]: processingFunctions.sumIntegers(Object.values(attrs))
})
})
}
const updateRepeatingSkillDicepool = eventinfo => {
const repRowID = processingFunctions.getReprowid(eventinfo.triggerName)
getAttrs([`${repRowID}_skill`], attrs => {
let skill = processingFunctions.shadowrun.convertSkillSelectToHiddenSkill(attrs[`${repRowID}_skill`])
processingFunctions.setAttributes({
[`${skill}`]: eventinfo.newValue
})
})
}
const updateRepeatingSkillName = eventinfo => {
const repRowID = processingFunctions.getReprowid(eventinfo.triggerName)
const translationKey = eventinfo.newValue.replace(/ /g, '').toLowerCase()
const translation = getTranslationByKey(translationKey);
processingFunctions.setAttributes({
[`${repRowID}_display_skill`]: translation
})
}
const updateRepeatingSkillAttribute = eventinfo => {
const repRowID = processingFunctions.getReprowid(eventinfo.triggerName)
const translationKey = processingFunctions.sliceAttr(eventinfo.newValue)
const translation = getTranslationByKey(translationKey);
processingFunctions.setAttributes({
[`${repRowID}_display_attribute`]: translation
})
}
const updateRepeatingSkillRating = trigger => {
const repRowID = processingFunctions.getReprowid(trigger)
getAttrs([`${repRowID}_rating`, `${repRowID}_rating_modifier`], attrs => {
attrs = processingFunctions.shadowrun.attributeFactory(attrs)
processingFunctions.setAttributes({
[`${repRowID}_dicepool`]: attrs.total,
[`${repRowID}_display_rating`]: processingFunctions.shadowrun.buildDisplay(attrs.base, attrs.bonus)
})
})
}
const updateWounds = () => {
getAttrs(sheetAttributes.woundCalculation, attrs => {
attrs = processingFunctions.parseIntegers(attrs)
const sum = processingFunctions.shadowrun.calculateWounds(attrs)
processingFunctions.setAttributes({wounds: sum})
})
}
const updateConditionTracks= conditionTrack => {
getAttrs(sheetAttributes[conditionTrack], attrs => {
attrs = processingFunctions.shadowrun.conditionFactory(attrs)
const conditionTotal = processingFunctions.shadowrun.calculateConditionTracks(attrs)
processingFunctions.setAttributes({[`${conditionTrack}_max`]: conditionTotal}, true)
})
}
const translations = () => {
const attributes = sheetAttributes.translationsAttributes
const translations = processingFunctions.getTranslations(attributes)
let attribute_roll = `?{${translations.attribute}`
delete translations.attribute
for (let [key, value] of Object.entries(translations)) {
attribute_roll += key !== 'none' ? `|${value},@{${key}}` : `|${value},0}`
}
processingFunctions.setAttributes({attribute_roll: attribute_roll})
}
const updateShotsFired = trigger => {
getAttrs([`shots_fired`], attrs => {
attrs = processingFunctions.parseIntegers(attrs)
const shots = processingFunctions.shadowrun.shotsFired(attrs.shots_fired, trigger)
processingFunctions.setAttributes({shots_fired: shots})
});
}
const updateAmmoWithShotsFired = () => {
getAttrs([`primary_range_weapon_ammo`, `shots_fired`], attrs => {
attrs = processingFunctions.parseIntegers(attrs)
attrs.shots_fired = processingFunctions.convertIntegerNegative(attrs.shots_fired)
processingFunctions.setAttributes({primary_range_weapon_ammo: processingFunctions.sumIntegers(Object.values(attrs))})
});
}
const updateAmmoWithMax = () => {
getAttrs([`primary_range_weapon_ammo_max`], attrs => {
attrs = processingFunctions.parseIntegers(attrs)
processingFunctions.setAttributes({primary_range_weapon_ammo: attrs.primary_range_weapon_ammo_max})
});
}
const updateTab = attr => processingFunctions.setAttributes({tab: attr})
const updateAttributes = (array, attribute) => {
getAttrs(array, attrs => {
attrs = processingFunctions.shadowrun.attributeFactory(attrs)
processingFunctions.setAttributes({
[attribute]: attrs.total,
[`display_${attribute}`]: attrs.base === attrs.total ? attrs.base : `${attrs.base} (${attrs.total})`
})
})
}
const updateMovement = () => {
getAttrs(['agility', 'walk_modifier', 'run_modifier'], attrs => {
attrs = processingFunctions.parseIntegers(attrs)
processingFunctions.setAttributes({
walk: processingFunctions.shadowrun.calculateWalkSpeed(attrs.agility, attrs.walk_modifier),
run: processingFunctions.shadowrun.calculateRunSpeed(attrs.agility, attrs.run_modifier)
})
})
}
const updateDerivedAttribute = derivedAttribute => {
getAttrs(sheetAttributes[derivedAttribute], attrs => {
attrs = processingFunctions.shadowrun.attributeFactory(attrs)
processingFunctions.setAttributes({[derivedAttribute]: attrs.total})
})
}
//Calculate Astral Initiatve
const updateAstralInitiative = () => {
getAttrs(["intuition", "astral_initiative_modifier"], v => {
v = processingFunctions.parseIntegers(v);
const base = v.intuition * 2, bonus = v.astral_initiative_modifier, total = base + bonus;
setAttrs({
["astral_initiative"]: total,
["display_astral_initiative"]: bonus === 0 ? base : `${base} (${total})`
});
});
};
const resetConditionTrack = eventinfo => {
const attr = eventinfo.triggerName.split("_").pop()
processingFunctions.setAttributes({
[`${attr}`] : 0
})
}
//Calculate Matrix Initiatve.
const updateMatrixInitiative = () => {
getAttrs(["sheet_type", "data_processing", "pilot", "intuition", "matrix_mod_modifier", "host_rating", "level", "matrix_dice_modifier", "edge_toggle"], v => {
const sheetType = v.sheet_type;
const edgeFlag = v.edge_toggle === "@{edge}" ? true : false;
v = processingFunctions.parseIntegers(v);
let base = v.data_processing;
base += sheetType === "sprite" ? v.level : sheetType === "vehicle" ? v.pilot : sheetType === "host" ? v.host_rating : v.intuition;
const total = base + v.matrix_mod_modifier;
setAttrs({
["matrix_mod"]: total,
["matrix_dice"]: sheetType === "grunt" && edgeFlag ? 5 : sheetType === "grunt" && !edgeFlag ? 4 + v.matrix_dice_modifier : 4,
["display_matrix_mod"]: v.matrix_mod_modifier === 0 ? base : `${base} (${total})`
})
})
}
//Setting the Default attribute name for default skill
const updateDefaultAttribute = newValue => {
getAttrs(["default_display"], value => {
const display = value.default_display
let update = {};
//This sets a hidden input with the Attribute name so the roll template can use it to indicate what attribute was rolled
const attribute = processingFunctions.sliceAttr(newValue)
const translation = getTranslationByKey(`${attribute}`)
if (translation != display) {
processingFunctions.setAttributes({default_display: translation})
}
})
}
/* OLD SCRIPTS */
//This function checks changes to repeating_armor and updates the Primary Armor if needed
on("change:repeating_armor", (eventInfo) => {
const source = eventInfo.sourceAttribute;
const newV = eventInfo.newValue;
const arm = ["repeating_armor"];
const armors = [`${arm}_name`, `${arm}_rating`, `${arm}_acid_modifier`, `${arm}_electrical_modifier`, `${arm}_laser_modifier`, `${arm}_gause_round_modifier`, `${arm}_cold_modifier`,`${arm}_fire_modifier`, `${arm}_radiation_modifier`, `${arm}_dicepool_modifier`];
//Check if the event was related to the primary flag & armor is set to primary
if (source.includes('primary') && newV === 'primary') {
//Get attributes from the repeating_armor
getAttrs(armors, (v) => {
let update = {};
//Update the hidden static Primary Armor attributes with the repeating_armor attributes
_.each(armors, (armor) => {
const name = (armor.includes("name") || armor.includes("rating")) ? armor.split("repeating_")[1] : armor.split(`${arm}_`)[1];
update[`${name}`] = v[`${armor}`];
});
setAttrs(update);
});
//Set the other repeating_armor primary flags to 0 aka unchecked
getSectionIDs(`${arm}`, function(ids) {
let IDs = [];
let update = {};
for(var i=0; i < ids.length; i++) {
IDs.push(`${arm}_` + ids[i] + "_primary");
};
IDs.forEach(id => {
if (id != source) {
update[`${id}`] = 0;
};
});
setAttrs(update);
});
//Check if the event was for a relevant Primary Armor attribute
} else if (source.includes('name') || source.includes('rating') || source.includes('dicepool') || source.includes('acid') || source.includes('cold') || source.includes('electrical') || source.includes('fire') || source.includes('radiation')) {
//Get the primary flag attribute for this armor. Also get the repeating_armor attribute we'll need for an update, doing it now is more efficient.
getAttrs([`${arm}_primary`, `${source}`], (v) => {
//Check if this armor is the designated Primary Armor.
if (v[`${arm}_primary`] === 'primary') {
let update = {};
//Apply the repeating_armor attribute to its static counterpart
switch (true) {
case /name/.test(source) : update["armor_name"] = v[`${source}`]; break;
case /rating/.test(source) : update["armor_rating"] = v[`${source}`]; break;
case /dicepool/.test(source) : update["soak"] = v[`${source}`]; break;
case /acid/.test(source) : update["acid"] = v[`${source}`]; break;
case /cold/.test(source) : update["cold"] = v[`${source}`]; break;
case /electrical/.test(source): update["electrical"] = v[`${source}`]; break;
case /fire/.test(source) : update["fire"] = v[`${source}`]; break;
case /radiation/.test(source) : update["radiation"] = v[`${source}`]; break;
default: console.log(`Source ${source} was invalid`);}
setAttrs(update);
};
});
} else {
console.log("CHANGE NOT RELEVENT Primary Armor");
};
});
//Weapon displays set into an Array
// Builder function to display details properly
// Note that since undefined are falsey if there's no label or sign we can leave the parameters blank
function repeatingStringBuilder(v, keyBase) {
return function(key, label, sign) {
// fetch the attr from v checking if it has a value
const val = v[`${keyBase}${key}`];
if (!val) return '';
// Apply the sign if needed
const disp = sign && val > 0 ? `+${val}` : val;
// Apply label if needed
return label ? `${label} ${disp}` : disp;
}
}
on("change:repeating_weapon", () => {
const source = "repeating_weapon_weapon";
getAttrs([`${source}_range`, `${source}_type`, `${source}_reach`, `${source}_dv`, `${source}_ap`, `${source}_mode`, `${source}_rc`, `${source}_ammo`, `${source}_note`, `${source}_primary`], (v) => {
// Local builder putting the needed variables into scope for repeatingStringBuilder
const b = repeatingStringBuilder(v, `${source}_`);
// Determine fields to display and in their proper order and formatting
// Anonymous function is purely stylistic and adds more overhead than just a simple switch/case. Personally I find the function looks cleaner and hides any internal scope that might conflict with outside
const display = (() => {
// 0 for weapon_range is a ranged weapon. A 1 is a melee weapon.
switch(v.repeating_weapon_weapon_range) {
case '0':
// Not a fan of how ammo has to be handled. Could potentially be placed in the repeatingStringBuilder if used more often for other change:repeating functions as some sort of suffix parameter
const ammo = b('amm');
return [
b('type'),
b('dv', 'DV'),
b('ap', 'AP', true),
b('mode'),
b('rc', 'RC'),
ammo ? `${ammo} (c)` : '',
b('note')
];
case '1': return [
b('type'),
b('reach', 'Reach', true),
b('dv', 'DV'),
b('ap', 'AP', true),
b('note')
];
default: return [
b('type'),
b('dv', 'DV'),
b('ap', 'AP', true),
b('note')
];
}
})()
// Remove all empty strings
.filter(s => s)
// Concat all the strings and add comma between
.join(', ');
let update = {};
update[`${source}`] = `[${display}]`;
// Finally wrap square brackets around the weapon display
setAttrs(update);
});
});
//Spell displays set into an Array
on("change:repeating_NPCspell", () => {
getAttrs(["repeating_NPCspell_combat_type", "repeating_NPCspell_type", "repeating_NPCspell_range", "repeating_NPCspell_damage", "repeating_NPCspell_duration", "repeating_NPCspell_drain", "repeating_NPCspell_note"], (v) =>{
const com = v.repeating_NPCspell_combat_type;
const typ = `Type ${v.repeating_NPCspell_type}, `;
const ran = `${v.repeating_NPCspell_range}, `;
const dam = `Damage ${v.repeating_NPCspell_damage}, `;
const dur = `Duration ${v.repeating_NPCspell_duration}, `;
const not = `, ${v.repeating_NPCspell_note}`;
const dra = v.repeating_NPCspell_drain;
const drain = (dra > 0) ? `F+${dra} ` : (dra < 0) ? `F${dra} ` :"F ";
const info = `[${typ}${ran}${dam}${dur}${drain}${not}]`;
display = (com === "Direct, Force ") ? ` (Direct) ${info}` :
(com === "Indirect, Force ?{Force|}, AP -") ? ` (Indirect) ${info}` : `${info}`;
setAttrs({repeating_NPCspell_spell: display});
});
});
//Complex Form displays set into an Array
on("change:repeating_form", () => {
getAttrs(["repeating_form_form_duration", "repeating_form_form_target", "repeating_form_form_fade", "repeating_form_form_note", ], (v) =>{
const tar = `Target ${v.repeating_form_form_target}, `;
const dur = `Duration ${v.repeating_form_form_duration}, `;
const not = `, ${v.repeating_form_form_note}` || '';
const fad = (v.repeating_form_form_fade > 0) ? `L+${v.repeating_form_form_fade}` :
(v.repeating_form_form_fade < 0) ? `L${v.repeating_form_form_fade}` : "L";
setAttrs({
repeating_form_form: ` [${tar}${dur}${fad}${not}]`
});
});
});
//IC displays are set into an Array
on("change:repeating_IC", () => {
getAttrs(["attack", "data_processing", "repeating_IC_IC_limit", "repeating_IC_IC_attribute", "repeating_IC_IC_matrix", "repeating_IC_IC_note"], (v) =>{
const att = parseInt(v.attack) || 0;
const data = parseInt(v.data_processing) || 0;
const attr = v.repeating_IC_IC_attribute;
const mat = v.repeating_IC_IC_matrix;
const not = v.repeating_IC_IC_note;
setAttrs({
repeating_IC_IC: (v.repeating_IC_IC_limit === "@{data_processing}") ? ` ([${data}] vs. ${attr} + ${mat}, ${not})` : `([${att}] vs. ${attr} + ${mat}, ${not})`
});
});
});
['acceleration', 'armor', 'body', 'data_processing', 'handling', 'pilot', 'sensor','speed'].forEach(attr => {
// Attach listener
on(`change:repeating_vehicle:${attr}_base change:repeating_vehicle:${attr}_modifier change:repeating_vehicle:${attr}_temp`, () => {
// Load attribute values
getAttrs([`repeating_vehicle_${attr}_base`, `repeating_vehicle_${attr}_modifier`, `repeating_vehicle_${attr}_temp`], (v) => {
// Do some math to calculate the total
const bas = parseInt(v[`repeating_vehicle_${attr}_base`]) || 0;
const mod = parseInt(v[`repeating_vehicle_${attr}_modifier`]) || 0;
const tem = parseInt(v[`repeating_vehicle_${attr}_temp`]) || 0;
const bon = mod + tem;
const stat = bas + bon;
// Update the finalized total
setAttrs({
[attr]: stat,
[`repeating_vehicle_display_${attr}`]: bon === 0 ? bas : `${bas} (${stat})`
}, {silent: true});
});
});
});
+14
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const versioning = version => {
console.log(`%c Shadowrun 5th Edition versioning, ${version}`, "color: darkblue; font-weight:bold");
switch(true) {
case version < 1:
console.log(`%c Shadowrun 5th Edition versioning, ${version}`, "color: darkblue; font-weight:bold");
//onepointthreefive()
//setAttrs({version: 1.35}, () => versioning(1.35))
break;
default:
console.log(`%c Shadowrun 5th Edition is update to date. Version ${version}`, "color: green; font-weight:bold");
}
};
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//- FOOTER
.footer
div
span(data-i18n="copyrightfooter")
span Version
span(name="attr_version")
img(alt='Emerald Productins, LLC' src=`${imageSource}/EProd_Emerald_Gloss.png`)
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//- ROLL BUTTON
mixin rollButton(header, base, rollFormula)
button(data-i18n=header name=`roll_${header}` type='roll' value!=rollBeginging+'{{header=^{'+header+'}}}{{base='+base+'}}{{dice=[[(('+rollFormula+')'+rollEnding) #{header}
//- SKILL BUTTON
mixin skillButton(specialization, skillType)
- const rollName = specialization === true ? 'specialization' : 'skill';
- const rollFormula = specialization === true ? '@{dicepool}+@{attribute}+2' : '@{dicepool}+@{attribute}';
- const desc = specialization === true ? 'Spec: @{specialization}' : '';
- const display = specialization === true ? 'attr_specialization' : skillType != 'active' ? 'attr_skill' : 'attr_display_skill';
button.eclipse(name=`roll_${rollName}` type='roll' value!=rollBeginging+'{{header=@{skill}}}{{base=@{display_attribute}}}{{dice=[[(('+rollFormula+')'+rollEnding+'{{desc='+desc+'}}')
span(name=display)
//- ROLLS
mixin displayRollButton(button, wounds)
- const rollTemplateBeginning = wounds ? rollBeginging : noWoundsRollBegining;
- const rollTemplateEnding = wounds ? rollEnding : noWoundsRollEnding;
button(name=`roll_${button['name']}` type='roll' value!=rollTemplateBeginning+'{{header='+button['header']+'}}{{base=^{base}}}{{dice=[[(('+button['rollFormula']+')'+rollTemplateEnding+button['desc'])
span(name='attr_'+button['display'])
//- ROLLS
mixin spellRollButton(button)
button(name=`roll_${button['name']}` type='roll' value!=rollBeginging+'{{header='+button['header']+'}}{{base=^{magic}}}{{dice=[[(('+button['rollFormula']+')'+rollEnding+button['desc'])
span(name='attr_'+button['display'])
//- PC WEAPON ROLL BUTTON
mixin weaponRollButton(button)
button(name=`roll_${button['name']}` type='roll' value!=`${rollBeginging}{{header=${button['header']}}}{{base=^{agility}}}`+'{{dice=[[(('+button['rollFormula']+')'+rollEnding+button['desc'])
span(name=`attr_${button['display']}`)
//- SOAK ROLL
mixin soakRoll(header, base, rollForumla)
button(data-i18n=header name=`roll_${header}` type='roll' value!=noWoundsRollBegining+'{{header=^{'+header+'}}}{{base='+base+'}}{{dice=[[(('+rollForumla+')'+noWoundsRollEnding) #{name}
//- SPRITE BUTTONS
mixin spriteButton(header, display)
button(name=`roll_${header}` type='roll' value!=rollBeginging+'{{header=@{'+header+'}}}{{base=^{level}}}{{dice=[[((@{level}+@{level})'+rollEnding)
span(name=display)
//- NPC ATTRIBUTE ROLLS
mixin npcAttributeButton(attribute, rollFormula)
- const abbreviation = attribute.slice(0,1).toLowerCase();
button(data-i18n=abbreviation name=`roll_${attribute}` type='roll' value!=rollBeginging+'{{header=^{'+attribute+'}}}{{base=^{base}}}{{dice=[[(('+rollFormula+')'+rollEnding) #{abbreviation}
//- ATTRIBUTE SELECTS
mixin attributeSelect(selectedDefault)
each attribute in attributesArray
- const attributeName = attribute.toLowerCase();
if attribute === selectedDefault
option(data-i18n=attributeName value='@{' + attributeName + '}' selected) #{attribute}
else
option(data-i18n=attributeName value='@{' + attributeName + '}') #{attribute}
//- HOST & SPRITE NPCS
mixin hostSprite(object, attrName)
each val, key in object
- const base = '^{'+attrName+'}', rollForumla = '@{'+attrName+'}+@{'+val[0]+'}';
+rollButton(val[0], base, rollForumla)
span(name='attr_'+val[0])
label.settings(data-i18n-title=val[0] title=key)
input(name='attr_'+val[0] placeholder=val[1] title='@{'+val[0]+'}' type='number' value='')
//- INITITAITVE ROLL
mixin initiativeRoll(name, attribute, translation)
button(data-i18n=translation name=name type='roll' value!=rollBeginging+'{{header=^{'+translation+'}}}{{base=^{base}}}{{dice=[[((@{'+attribute+'_mod})+@{wounds_toggle}+@{modifiers_toggle})+(@{'+attribute+'_dice})d6cf0 &{tracker}]]}}') #{name}
//- NPC CONDITION MONITOR
mixin conditionMonitor(conditionTypes)
each val in conditionTypes
label.settings(data-i18n-title=`${val}bonus` title=`${val} bonus`)
input(name=`attr_${val}_modifier` placeholder='0' title=`@{${val}_modifier}` type='number' value='0')
if val === 'physical'
span.settings /
span.settings.tiny-span() =
each val in conditionTypes
span(name=`attr_${val}_max` title=`@{${val}_max}`)
if val === 'physical'
span /
//- PC FADE & DRAIN ROLLS
mixin fadeDrainSection(fadeOrDrain, adept)
- const defaultFirstAttribute = fadeOrDrain === 'fade' ? 'Resonance' : adept ? 'Body' : 'Logic';
- const nameFadeorDrain = adept ? 'drain' : fadeOrDrain;
+soakRoll(nameFadeorDrain, '^{base}', `@{${nameFadeorDrain}_attribute_1}+@{${nameFadeorDrain}_attribute_2}+@{${nameFadeorDrain}_modifier}`)
select.attribute-select(name=`attr_${nameFadeorDrain}_attribute_1` title=`@{${nameFadeorDrain}_attribute_1}`)
+attributeSelect(defaultFirstAttribute)
span +
select.attribute-select(name=`attr_${nameFadeorDrain}_attribute_2` title=`@{${nameFadeorDrain}_attribute_2}`)
+attributeSelect('Willpower')
h3(data-i18n='modifier') modifier
label(data-i18n-title='modifier' title='modifier')
input(name=`attr_${nameFadeorDrain}_modifier` title=`@{${nameFadeorDrain}_modifier}` type='number' value=0)
//- PC SPELLS AND PREPARATIONS
mixin pcSpells(type)
- const rollInfoObject = type === 'preps' ? pcAlchemySpellObject : pcSorcerySpellObject;
- const repeatingSection = `@{repeating_${type}`+'_${x}';
.rows.repeating-container
fieldset(class=`repeating_${type}`)
input(name='attr_dicepool' type='hidden' value='0')
button(name=`roll_${type}}` type='roll' value!=rollBeginging+'{{header=@{name}}}{{base=^{magic}}}{{dice=[[((@{skill}+@{dicepool}+@{magic})'+rollEnding+'{{desc=@{combat_type} ?{Force|}}}{{drain=[[ceil(?{Force|}/2)+(@{drain})]]}}')
span(name='attr_name')
each val in ['type', 'range', 'duration', 'drain']
span.center(name='attr_'+val)
input.collapse-flag(name='attr_display_flag' type='checkbox' checked)
span.pictos i
input.settings-flag(name='attr_flag' title='Settings toggle' type='checkbox' checked)
span.pictos x
.collapse
span(name='attr_notes')
.settings
each val, key in pcCoreSpellObject
- const translationKey = key.toLowerCase();
- const attrName = key.toLowerCase();
if val['type'] === 'select'
select(name=`attr_${attrName}` title=`${repeatingSection}_${attrName}}` value=val['default'])
each type in val['array']
- const i18n = type.toLowerCase();
if val['default'] === i18n
option(data-i18n=i18n value=type 'selected') #{i18n}
else
option(data-i18n=i18n value=type) #{i18n}
else
label(data-i18n-title=translationKey title=key)
input(name=`attr_${attrName}` placeholder=val['placeholder'] title=`${repeatingSection}_${attrName}}` type=val['type'])
.row
each val, key in pcCatagorySpellObject
- const translationKey = key.toLowerCase().replace(' ', '');
- const attrName = key === 'Combat' ? 'combat_type' : key.toLowerCase();
h3(data-i18n=translationKey) #{key}
if val['type'] === 'select'
select(name=`attr_${attrName}` title=`${repeatingSection}_${attrName}}` value=val['default'])
each type in val['array']
- const i18n = key === 'Combat' ? type.split(' ')[0].replace(',','').toLowerCase() : type.toLowerCase();
if val['default'] === i18n
option(data-i18n=i18n value=type 'selected') #{i18n}
else if i18n === 'force'
option(value=type 'selected')
else
option(data-i18n=i18n value=type) #{i18n}
else
label(data-i18n-title=translationKey title=key)
input(name=`attr_${attrName}` placeholder=val['placeholder'] title=`${repeatingSection}_${attrName}}` type=val['type'])
.row
each val, key in rollInfoObject
- const translationKey = key.toLowerCase().replace(' ', '');
- const attrName = key === 'modifier dice' ? 'dicepool_modifier' : key.includes('Group') ? key.split(' ')[0].toLowerCase() : key === 'Notes' ? 'note' : key.toLowerCase();
h3(data-i18n=translationKey) #{key}
if val['type'] === 'select'
select(name=`attr_${attrName}` title=`${repeatingSection}_${attrName}}` value=val['default'])
each skill in val['array']
- const i18n = skill.includes('Group') ? skill.toLowerCase().replace(' ', '') : skill.toLowerCase();
- const attrName = skill.includes('Group') ? skill.toLowerCase().split(' ')[0] : skill.toLowerCase();
if val['default'] === `@{${attrName}}`
option(data-i18n=i18n value=`@{${attrName}}` 'selected') #{i18n}
else
option(data-i18n=i18n value=`@{${attrName}}`) #{i18n}
else
label(data-i18n-title=translationKey title=key)
input(name=`attr_${attrName}` placeholder=val['placeholder'] title=`${repeatingSection}_${attrName}}` type=val['type'] value=val['default'])
h3(data-i18n='notes') notes
label(data-i18n-title='notes' title='notes')
textarea(name='attr_notes' placeholder='Notes' title=`${repeatingSection}_notes}` type='text' value='')
//- PC ARMS
mixin h2Headers(headerObject)
.row-long.headers
each val, key in headerObject
h2(data-i18n=`${key.toLowerCase()}`) #{key}
//- REPEATING SECTIONS FLAGS
mixin repeatingSectionFlags()
input.collapse-flag(name='attr_display_flag' type='checkbox')
span.pictos i
input.settings-flag(name='attr_flag' title='Settings toggle' type='checkbox' checked)
span.pictos x
.collapse
span(name='attr_notes')
//- REPEATING SECTIONS NOTES
mixin repeatingSectionNotes(section)
h3(data-i18n='notes') notes
label(data-i18n-title='notes' title='notes')
textarea(name='attr_notes' placeholder='Notes' title=`@{repeating_${section}_`+'${x}_notes}' type='text' value='')
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.npc
.tabs
img(alt='Shadowrun black and metallic logo' src=`${imageSource}/ShadowrunLogo.png`)
h2(data-i18n-title='/w GM') /w GM
label.switch(data-i18n-title='whisper rolls to gm' title='whisper rolls to gm')
input.whisper-toggle(name='attr_gm_toggle' type='checkbox' value='/w gm')
span.slider
each val, key in {'wounds': '@{wounds}', 'modifiers':'?{Modifiers +/-|0}', 'edge':'@{edge}'}
h2(data-i18n-title=key) #{key}
label.switch(data-i18n-title=key title=key)
input.whisper-toggle(name='attr_'+key+'_toggle' type='checkbox' value=val)
span.slider
button(name='d6' title='Roll D6s' type='roll' value='@{gm_toggle} &{template:rolls}{{header=^{d6}}}{{base=^{d6}}}{{dice=[[(?{d6s|0}d6>5)]]}}') L
select(name='attr_sheet_type' title='Sheet Type' value='pc')
each val in sheetTypes
- const attrName = val.toLowerCase();
if val === 'PC'
option(value=attrName data-i18n=attrName selected) #{val}
else
option(value=attrName data-i18n=attrName) #{val}
input(name='attr_stats_toggle' type='checkbox' value='settings' checked)
span.pictos y
input(name='attr_stats_toggle' type='hidden' value='settings')
//- ATTRIBUTES
.grunt.attribute
each val in coreAttributeArray
- const attrName = val.toLowerCase();
+npcAttributeButton(attrName, '@{'+attrName+'}+@{attribute_roll}')
span(name='attr_display_'+attrName)
label.settings(data-i18n-title=val title=val)
input(name=`attr_${attrName}`+'_base' placeholder='3' title='@{'+attrName+'_base}' type='number' value='3')
label.settings(data-i18n-title='modifier' title='modifier')
input(name=`attr_${attrName}`+'_modifier' placeholder='+' title='@{'+attrName+'_modifier}' type='number' value='')
//- EDGE
+npcAttributeButton('edge', '@{edge}+@{attribute_roll}')
span(name='attr_edge')
label.settings(data-i18n-title='edge' title='edge')
input(name='attr_edge' placeholder='3' title='@{edge}' type='number' value='3')
//- ESSENCE
h1(data-i18n='ess') ess
span(name='attr_essence')
label.settings(data-i18n-title='essence' title='essence')
input(name='attr_essence' placeholder='6' title='@{essence}' type='number' value='6')
each val, key in {'magic': 'magic', 'force': 'magic', 'resonance': 'resonance'}
- const abbreviation = key.slice(0,1);
h1(class='hide-'+val data-i18n=abbreviation) #{abbreviation}
span(class='hide-'+val name='attr_'+key)
label.settings(class='hide-'+val data-i18n-title=key title=key)
input(name='attr_'+key placeholder='6' title='@{'+key+'}' type='number' value='6')
.host.attribute
+hostSprite(hostObject, 'host_rating')
.vehicle.attribute
each val, key in {'Hand': ['handling', 'hand'], 'Hand (Off)': ['handling_offroad', 'handoff'], 'Speed': ['speed', 'speed'], 'Speed (Off)': ['speed_offroad', 'speedoff'], 'Accel': ['acceleration', 'accel'], 'Body': ['body', 'body'], 'Pilot': ['pilot', 'pilot'], 'Sensor': ['sensor', 'sensor'], 'Seat': ['seating', 'seat']}
if key === 'Pilot'
+rollButton(val[1], '^{pilot}', '@{pilot}+@{pilot}')
else
h1(data-i18n=val[1]) #{key}
span(name='attr_'+val[0])
label.settings(data-i18n-title=val[1] title=key)
input(name='attr_'+val[0] placeholder='3' title='@{'+val[0]+'}' type='number' value='')
.sprite.attribute
+hostSprite(spriteObject, 'level')
//-BODY
.mid.body
.column
h1.settings(data-i18n='bonuses') Bonuses
//- PROFESSIONAL RATINGS
input(name='attr_pr' type='hidden' value='')
.rows.grunt
h2(data-i18n='pr') Professional Rating
span(name='attr_pr' style='margin-left: 2%;')
label.settings(data-i18n-title='pr' title='Professional Rating')
input(name='attr_pr' title='@{pr}' type='number')
//- INITAITIVE
each val, key in {'Initiative': ['initiative', 'initiative', 'grunt'], 'Astral Initiative': ['astral', 'astralinitiative', 'grunt hide-magic'], 'Matrix Initiative': ['matrix', 'matrixinitiative', 'grunt vehicle sprite host']}
.rows(class=val[2])
+initiativeRoll(key, val[0], val[1])
label.settings(data-i18n-title='modifier' title='modifier')
input(name='attr_'+val[0]+'_mod_modifier' placeholder='0' title='@{'+val[0]+'_modifier}' type='number' value='0')
span.settings +
label.settings(data-i18n-title='modifierdice' title='Modifier Dice')
input(min='0' max='4' name='attr_'+val[0]+'_dice_modifier' placeholder='0' title='@{'+val[0]+'_dice_modifier}' type='number' value='0')
span.settings(data-i18n='d6') d6
span.settings.tiny-span() =
span(name='attr_display_'+val[0]+'_mod')
span.tiny-span() +
span(name='attr_'+val[0]+'_dice')
span.tiny-span(data-i18n='d6') d6
//- MOVEMENT
.rows.grunt
h2(data-i18n='movement') Movement
- const movementObject = {'walk': ' / ', 'run': ' / + ', 'movement_mod': ''}
each val, key in movementObject
- const translationKey = key.includes('mod') ? 'movement' : key;
- const placeholderValue = key.includes('movement') ? '2' : '0';
label.settings(data-i18n-title=translationKey + ' modifier' title=translationKey + ' modifier')
input(name='attr_'+key+'_modifier' placeholder=placeholderValue title='@{'+key+'_modifier}' type='number' value=placeholderValue)
span.settings #{val}
span.settings.tiny-span() =
each val, key in movementObject
span(name='attr_'+key title='@{'+key+'}')
span #{val}
//- CONDITION MONITORS
.rows.grunt
button(data-i18n='conditionmonitorps' name='act_cond_reset' type='action') Condition Monitor (P/S)
+conditionMonitor(['physical', 'stun'])
.rows.vehicle
button(data-i18n='conditionmonitorpm' name='act_cond_reset' type='action') Condition Monitor (P/M)
+conditionMonitor(['physical', 'matrix'])
.rows.host.sprite
button(data-i18n='conditionmonitorm' name='act_cond_reset' type='action') Condition Monitor (M)
span(name='attr_matrix_max')
//- PAIN TOLERANCE
.grunt.pain-tolerance
.rows.settings
h2(data-i18n='high pain tolerance')
label(data-i18n-title="high pain tolerance")
input(type="number" name="attr_high_pain_tolerance" min="0" value="" placeholder="#" title="@{high_pain_tolerance}")
.rows.settings
h2(data-i18n='low pain tolerance')
label(data-i18n-title="low pain tolerance")
input(type="checkbox" name="attr_low_pain_tolerance" value="2" title="@{low_pain_tolerance}")
.rows.settings
h2(data-i18n='damage compensators')
label(data-i18n-title="damage compensators physical")
input(type="number" min="0" name="attr_damage_compensators_physical" value="" placeholder="1" title="@{damage_compensators_physical}")
span /
label(data-i18n-title="damage compensators stun")
input(type="number" min="0" name="attr_damage_compensators_stun" value="" placeholder="2" title="@{damage_compensators_stun}")
.rows
h2(data-i18n='soak') soak
label.settings(data-i18n-title='soak')
input(name=`attr_soak_modifier` placeholder='0' title=`@{soak_modifier}` type='number' value='0')
span.settings.tiny-span() =
span(name=`attr_soak_modifier`)
.rows
+rollButton('defense', 'base', '@{defense}')
label.settings(data-i18n-title='defense' title='defense')
input(name='attr_defense_modifier' placeholder='9' title='@{defense_modifier}' type='number' value='0')
//- MODIFIERS
.column
h1.settings(data-i18n='modifier') Modifier
each val in ['ballistic', 'impact']
- const attrName = val.toLowerCase();
.rows
+rollButton(attrName, 'base', `@{${attrName}}+@{soak}`)
label.settings(data-i18n-title=val)
input(name=`attr_${val}` placeholder='9' title=`@{${attrName}}` type='number' value='0')
each val in armorProtectionsInputs
.rows
- const attrName = val.toLowerCase();
+rollButton(`${val} Protection`, 'base', `(@{impact}/2)+@{${val}_modifier}+@{soak}`)
label.protections(data-i18n-title=val)
input(name=`attr_${attrName}_modifier` placeholder='0' title=`@{${armorRepeatingSection}_${attrName}_modifier}` type='number' value='0')
///- OPTIONS
.column
.rows
h1.settings(data-i18n='options') Options
.rows.grunt
each val, key in {'Mundane': ['mundane', 'mundane'], 'Awakened': ['awakened', 'magic'], 'Emerged': ['emerged', 'resonance']}
label.settings(data-i18n-title=val[0] title=val[0])
input.character-type(name='attr_flag_special' title='@{flag_special}' type='radio' value=val[1])
h2(data-i18n=val[0]) key
.rows.vehicle
label.settings(data-i18n-title=drone title='Drone')
input.character-type(name='attr_flag_drone' title='@{flag_drone}' type='checkbox' value='drone')
h2(data-i18n=drone) Drone
.end.body
//- TEXTBOXES
each val, key in {'Qualities': 'grunt', 'Augmentations': 'grunt', 'Gear': 'grunt vehicle', 'Programs': 'vehicle', 'Modifications': 'vehicle', 'Powers': 'grunt hide-magic', 'Weakness': 'grunt hide-magic'}
- const attrName = key === 'Qualities' ? 'quality' : key.toLowerCase();
input(name=`attr_${attrName}` type='hidden' value='')
.textrow(class=val)
h1(data-i18n=attrName) key
span(name=`attr_${attrName}`)
label.settings(data-i18n-title=attrName title=key)
textarea(name=`attr_${attrName}` placeholder=key title='@{'+`${attrName}}`)
each val, key in {'Initiate': ['grunt hide-magic', 'metamagic'],'Submersion': ['grunt hide-resonance', 'echos']}
- const attrName = key.toLowerCase();
.textrow(class=val[0])
input(name=`attr_${attrName}` type='hidden' value='')
h1(data-i18n=attrName) key
span(name=`attr_${attrName}`)
label.settings(data-i18n-title=attrName title=key)
input(name=`attr_${attrName}` placeholder=attrName type='number' title='@{'+`${attrName}}`)
br
span(name='attr_'+val[1])
label.settings(data-i18n-title=val[1] title=val[1])
textarea(name='attr_'+val[1] placeholder=val[1] title='@{'+val[1]+'}')
//- SKILLS
each val, key in {'active': ['skills', 'Agility', 'Physical'],'knowledge':['knowledgeskills', 'Logic', 'Mental'], 'language': ['languageskills', 'Charisma', 'Social']}
.rows.grunt.repeating.inline-repeating
h1(data-i18n=val[0]) #{val[0]}
fieldset(class=`repeating_${key}`)
input(name='attr_display_rating' type='hidden')
input(name='attr_specialization' type='hidden' value='')
input(name='attr_display_attribute' type='hidden' value=val[1])
input(name='attr_dicepool' type='hidden' value='0')
if key === 'active'
input(name='attr_display_skill' type='hidden' value='')
input.toggle(name='attr_flag' title='Settings toggle' type='checkbox' checked)
span.pictos x
//- SKILL BUTTON
+skillButton(false, key)
//- SPECILIZATION BUTTON
+skillButton(true)
span(name='attr_display_rating')
.settings
h2(data-i18n='skill') Skill
h2(data-i18n='rating') Rating
h2(data-i18n='ratingmodifier') Rating Modifier
h2(data-i18n='attribute') Attribute
if key === 'active'
select.skill-select(name='attr_skill' title=`@{repeating_${key}`+'_${x}_skill}' value='Close Combat Group')
include ../html/skillselect.html
else
label(data-i18n-title='skill' title='skill')
input(name='attr_skill' placeholder=key title=`@{repeating_${key}`+'_${x}_skill}' type='text' )
label(data-i18n-title='rating' title='rating')
input(name='attr_rating' min='0' placeholder='0' title=`@{repeating_${key}`+'_${x}_rating}' type='number')
label(data-i18n-title='ratingmodifier' title='Rating Modifier')
input(name='attr_rating_modifier' min='0' placeholder='0' title=`@{repeating_${key}`+'_${x}_rating_modifier}' type='number' )
select.attribute-select(name='attr_attribute' title=`@{repeating_${key}`+'_${x}_attribute}')
+attributeSelect(val[1])
h2.full-row(data-i18n='specialization') specialization
label.full-row(data-i18n-title='specialization' title='specialization')
input(name='attr_specialization' placeholder='Specalizations' title=`@{repeating_${key}`+'_${x}_specialization}' type='text')
//- WEAPONS
.rows.grunt.vehicle.repeating.weapons
h1(data-i18n='weapons') Weapons
fieldset(class='repeating_weapon')
input(name='attr_flag' title='Settings toggle' type='checkbox' checked)
span.pictos x
input(name='attr_weapon' type='hidden' value='')
span(name='attr_weapon_dice')
+displayRollButton(weaponButton, true)
span(name='attr_weapon')
input(name='attr_weapon_range' type='hidden' value='range')
.settings
each val, key in npcWeaponsObject
- const translationKey = key.toLowerCase();
if (key !== 'Notes')
h2(data-i18n=translationKey) #{key}
each val, key in npcWeaponsObject
- const translationKey = key.toLowerCase();
- const attrName = key === 'Dam' ? 'dv' : key === 'Modes' ? 'mode' : key === 'Notes' ? 'note' : key.toLowerCase();
- const defaultValue = key === 'Reach' ? 0 : '';
if (key === 'Range')
select(name='attr_weapon_'+attrName title='@{repeating_weapon_${x}_weapon_'+`${attrName}}` value=val['default'])
option(data-i18n='range' value='range' selected) range
option(data-i18n='melee' value='melee') melee
else
label(data-i18n-title=translationKey title=key)
input(name='attr_weapon_'+attrName placeholder=val['placeholder'] title='@{repeating_weapon_${x}_weapon_'+`${attrName}}` type=val['type'] value=defaultValue)
span (c)
//- SPELLS
.rows.grunt.repeating.spells.hide-magic
h1(data-i18n='spells') Spells
fieldset(class='repeating_NPCspell')
input(name='attr_flag' title='Settings toggle' type='checkbox' checked)
span.pictos x
input(name='attr_spell' type='hidden' value='')
span(name='attr_dice')
+displayRollButton(npcSpellButton, true)
span(name='attr_spell')
.settings
input(name='attr_category' type='hidden' value='')
each val, key in npcSpellObject
- const translationKey = key.toLowerCase();
if (key !== 'Notes')
h2(data-i18n=translationKey) #{key}
each val, key in npcSpellObject
- const translationKey = key.toLowerCase();
- const attrName = key === 'Dam' ? 'damage' : key === 'Combat' ? 'combat_type' : key === 'Notes' ? 'note' : key.toLowerCase();
if val['type'] === 'select'
select(name=`attr_${attrName}` title='@{repeating_NPCspell_${x}_'+`${attrName}}` value=val['default'])
each type in val['array']
- const i18n = key === 'Combat' ? type.split(' ')[0].replace(',','').toLowerCase() : type.toLowerCase();
- const value = key === 'Type' ? type.slice(0,1) : type;
if val['default'] === i18n
option(data-i18n=i18n value=value 'selected') #{i18n}
else if i18n === 'force'
option(value=value 'selected')
else
option(data-i18n=i18n value=value) #{i18n}
else
label(data-i18n-title=translationKey title=key)
input(name=`attr_${attrName}` placeholder=val['placeholder'] title='@{repeating_NPCspell_${x}_'+`${attrName}}` type=val['type'])
//- COMPLEX FORMS
.rows.grunt.repeating.forms.hide-resonance
h1(data-i18n='complex form') Complex Forms
fieldset(class='repeating_form')
input(name='attr_flag' title='Settings toggle' type='checkbox' checked)
span.pictos x
input(name='attr_form' type='hidden' value='')
span(name='attr_form_dice')
+displayRollButton(formButton, true)
span(name='attr_form')
.settings
each val, key in npcComplexFormsObject
- const translationKey = key.toLowerCase();
if (key !== 'Notes')
h2(data-i18n=translationKey) #{key}
each val, key in npcComplexFormsObject
- const translationKey = key.toLowerCase();
- const attrName = key === 'Notes' ? 'form_note' : 'form_' + key.toLowerCase();
if val['type'] === 'select'
select(name=`attr_${attrName}` title='@{repeating_form_${x}_'+`${attrName}}` value=val['default'])
each type in val['array']
- const i18n = type.toLowerCase();
- const value = type;
if val['default'] === i18n
option(data-i18n=i18n value=value 'selected') #{i18n}
else
option(data-i18n=i18n value=value) #{i18n}
else
label(data-i18n-title=translationKey title=key)
input(name=`attr_${attrName}` placeholder=val['placeholder'] title='@{repeating_form_${x}_'+`${attrName}}` type=val['type'])
+36
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@@ -0,0 +1,36 @@
.pc
//- TABS
include tabs/_tabs.pug
input.options_toggle(name='attr_tab' type='hidden' value='options')
//- STATIC TAB
include tabs/_static.pug
//- CORE TAB
include tabs/_core.pug
//- ARMS TAB
include tabs/_arms.pug
//- AUGS TAB
include tabs/_augs.pug
//- GEAR TAB
include tabs/_gear.pug
//- MAGIC TAB
include tabs/_magic.pug
//- MATRIX TAB
include tabs/_matrix.pug
//- SOCIAL TAB
include tabs/_social.pug
//- VEHICLE TAB
include ../html/vehicle.html
//- OPTIONS TAB
include ../html/options.html
@@ -0,0 +1,54 @@
.rolltemplates
rolltemplate.sheet-rolltemplate-rolls
.sheet-template-container
//- Display a header on the template -
.sheet-template-header
| {{#header}}
h1 {{header}}
| {{/header}}
| {{#base}}
span {{base}}
| {{/base}}
| {{#rollLess() wound 0}}
span ♦
span(data-i18n="wounds")
| {{/rollLess() wound 0}}
| {{#rollLess() mod 0}}
span ♦
span(data-i18n="modifier")
| {{/rollLess() mod 0}}
| {{#rollGreater() mod 0}}
span ♦
span(data-i18n="modifier")
| {{/rollGreater() mod 0}}
| {{#rollGreater() edge 0}}
span ♦
span(data-i18n="edge")
| {{/rollGreater() edge 0}}
//- Display the dice roll in the template -
.sheet-template-body
| {{#dice}}
.sheet-template-row
span.inlinerollresult {{dice}}
| {{/dice}}
//- Display a description. This is great for text included with a roll -
| {{#desc}}
.sheet-template-row
span.sheet-template-desc
| {{desc}}
| {{#rollGreater() rea 0}}
span ,
span(data-i18n="reach")
| {{rea}}
| {{/rollGreater() rea 0}}
| {{#rollGreater() drain 1}}
span ,
span(data-i18n="drain")
| {{drain}}
| {{/rollGreater() drain 1}}
| {{#rollLess() drain 1}}
span ,
span(data-i18n="drain-2")
| {{drain}}
| {{/rollLess() drain 1}}
| {{/desc}}
@@ -0,0 +1,76 @@
- const coreAttributeArray = ['Body', 'Agility', 'Reaction', 'Strength', 'Charisma', 'Intuition', 'Logic', 'Willpower'];
- const attributesArray = ['Body', 'Agility', 'Reaction', 'Strength', 'Charisma', 'Intuition', 'Logic', 'Willpower', 'Magic', 'Resonance'];
//- SPELL ARRAY
- const spellCatagories = ['Combat', 'Detection', 'Health', 'Illusion', 'Manipulation'];
- const spellTypes = ['Mana', 'Physical'];
- const spellRanges = ['LOS', 'LOS (A)', 'Special', 'T', 'T (A)'];
- const spellDurations = ['Instant', 'Permanent', 'Special', 'Sustained'];
- const spellCombatTypes = ['Force ', 'Direct, Force ', 'Indirect, Force ?{Force|}, AP -'];
//- COMPLEX FORM ARRAY
- const formTargets = ['device', 'file', 'host', 'ic', 'persona', 'self', 'sprite'];
- const formDurations = ['extended', 'instant', 'permanent', 'other', 'sustained'];
- const complexFormAttributes = ['complex form', 'target', 'duration','fade'];
//- AUGEMENATATIONS ARRAY
- const augementations = ['Augmentations', 'Rating', 'Essence'];
//- WEAPON ARRAY
- const weaponModes = ['BF', 'FA', 'SA', 'SS', 'Other'];
//- SHEET TYPES
//- - const sheetTypes = ['Grunt', 'Host', 'Sprite', 'Vehicle', 'PC'];
- const sheetTypes = ['Grunt', 'PC'];
//- TABS
- const tabs = ['core', 'arms', 'augs', 'gear', 'magic', 'matrix', 'social', 'vehicle'];
//- PROTECTIONS
- const armorProcAbbrev = ['Acid', 'Cold', 'Elec', 'Fire', 'Radi', 'Laser', 'Gause'];
- const armorProtectionsButtons = ['Acid', 'Cold', 'Electrical', 'Fire', 'Falling'];
- const armorProtectionsInputs = ['Acid', 'Cold', 'Electrical', 'Fire', 'Radiation'];
- const armorTypes = ['Ballistic', 'Impact']
//- LOOP OBJECTS
- const hostObject = {'Host Rating': ['host_rating', '5'], 'Attack': ['attack', '5'], 'Sleaze': ['sleaze', '6'], 'Data Processing': ['data_processing', '7'], 'Firewall': ['firewall', '8']};
- const spriteObject = {'Level': ['level', '5'], 'Attack': ['attack', '5'], 'Sleaze': ['sleaze', '6'], 'Data Processing': ['data_processing', '7'], 'Firewall': ['firewall', '8']};
- const npcWeaponsObject = {'Range': {'type': 'select', 'default': 'range'}, 'Dice': {'type': 'number', 'placeholder': '18'},'Name': {'type': 'text', 'placeholder': 'Ares Predator'}, 'Type': {'type': 'text', 'placeholder': 'Heavy Pistol'}, 'Reach': {'type': 'number', 'placeholder': '0'}, 'Dam': {'type': 'text', 'placeholder': '9P'}, 'AP': {'type': 'number', 'placeholder': '-2'},'Modes': {'type': 'text', 'placeholder': 'SA/BF/FA'},'Recoil': {'type': 'text', 'placeholder': '+2'},'Ammo': {'type': 'number', 'placeholder': '15'}, 'Notes': {'type': 'text', 'placeholder': 'w/ 3 clips of explosive rounds'}};
- const npcSpellObject = {'Category': {'type': 'select', 'default': 'combat', 'array': spellCatagories}, 'Dice': {'type': 'number', 'placeholder': '18'}, 'Name': {'type': 'text', 'placeholder': 'Fireball'}, 'Type': {'type': 'select', 'default': 'P', 'array': spellTypes}, 'Range': {'type': 'select', 'default': 'LOS', 'array':spellRanges}, 'Duration': {'type': 'select', 'default': 'Instant', 'array':spellDurations}, 'Drain': {'type': 'number', 'placeholder': '-1'}, 'Combat': {'type': 'select', 'default': 'Force', 'array':spellCombatTypes}, 'Dam': {'type': 'text', 'placeholder': 'P'}, 'Notes': {'type': 'text', 'placeholder': 'may start fires'}};
- const npcComplexFormsObject = {'Dice': {'type': 'number', 'placeholder': '18'}, 'Name': {'type': 'text', 'placeholder': 'Editor'}, 'Target': {'type': 'select', 'default': 'device', 'array': formTargets}, 'Duration': {'type': 'text', 'placeholder': 'Permanent'}, 'Fade': {'type': 'number', 'placeholder': '+2'}, 'Notes': {'type': 'text', 'placeholder': 'edit files'}};
- const icObject = {'Name': {'type': 'text', 'placeholder': 'Black'}, 'IC Limit': {'type': 'select', 'default': 'attack', 'array':['Attack', 'Data Processing']}, 'Defense Attribute': {'type': 'select', 'default': 'willpower', 'array':['Willpower', 'Intuition', 'Logic']}, 'Defense Matrix Attribute': {'type': 'select', 'default': 'firewall', 'array':['Attack', 'Sleaze', 'Data Processing', 'Firewall']}, 'Notes': {'type': 'text', 'placeholder': 'deploy the ic'}};
//- PC MAGIC
- const pcCoreSpellObject = {'Name': {'type': 'text', 'placeholder': 'Fireball'}, 'Type': {'type': 'select', 'default': 'physical', 'array': spellTypes}, 'Range': {'type': 'select', 'default': 'los', 'array':spellRanges}, 'Duration': {'type': 'select', 'default': 'instant', 'array':spellDurations}, 'Drain': {'type': 'number', 'placeholder': '-1'}};
- const pcCatagorySpellObject = {'Category': {'type': 'select', 'default': 'combat', 'array': spellCatagories}, 'Combat': {'type': 'select', 'default': 'force', 'array':spellCombatTypes}, 'Damage': {'type': 'text', 'placeholder': 'P'}};
- const pcAlchemySpellObject = {'Skill': {'type': 'select', 'default': '@{enchanting}', 'array':['Enchanting']}, 'Specialization': {'type': 'checkbox', 'default': '2'}, 'modifier dice': {'type': 'number', 'placeholder': '0', 'default': '0'}};
- const pcSorcerySpellObject = {'Skill': {'type': 'select', 'default': '@{spellcasting}', 'array':['Sorcery Group', 'Spellcasting']}, 'Specialization': {'type': 'checkbox', 'default': '2'}, 'modifier dice': {'type': 'number', 'placeholder': '0', 'default': '0'}};
//- PC MATRIX
- const pcComplexFormButton = {'name': 'complex_form', 'header': '@{name}', 'rollFormula': '@{skill}+@{dicepool}+@{resonance}', 'desc': '{{desc=Level ?{Level|}, Fade [[ceil(?{Level|}/2)+(@{fade})]]}}', 'display': 'name'};
//- PC WEAPONS
- const pcRangeWeaponObject = {'Weapon': {'type': 'text', 'placeholder': 'Ares Predator'}, 'Dam': {'type': 'text', 'placeholder': '9P'}, 'AP': {'type': 'text', 'placeholder': '-2'}, 'Mode': {'type': 'select', 'default': 'SS', 'array':weaponModes}, 'Recoil': {'type': 'number', 'placeholder': '+2'},'Ammo': {'type': 'number', 'placeholder': '15'}};
- const pcMeleeWeaponObject = {'Weapon': {'type': 'text', 'placeholder': 'Katana'}, 'Dam': {'type': 'text', 'placeholder': '5P'}, 'AP': {'type': 'text', 'placeholder': '-3'}, 'Reach': {'type': 'number', 'placeholder': '1'}};
//- Weapons
- const weaponButton = {'name': 'weapon', 'header': '@{weapon_type}', 'rollFormula': '@{weapon_dice}', 'desc': '{{desc= DV @{weapon_dv}, AP @{weapon_ap}}}{{rea=[[@{weapon_reach}]]}}', 'display': 'weapon_name'};
- const pcRangeWeaponButton = {'name': 'range_weapon', 'header': '@{weapon}', 'rollFormula': '@{skill}+@{dicepool}+@{agility}', 'desc': '{{desc=@{mode}, DV @{damage}, AP @{ap}}}', 'display': 'weapon'};
- const pcMeleeWeaponButton = {'name': 'melee_weapon', 'header': '@{weapon}', 'rollFormula': '@{skill}+@{dicepool}+@{agility}', 'desc': '{{desc=DV @{damage}, AP @{ap}, Reach @{reach}}}', 'display': 'weapon'};
//- MAGIC
- const npcSpellButton = {'name': 'spell', 'header': '@{name}', 'rollFormula': '@{dice}', 'desc': '{{desc=@{category}, ^{force} ?{Force|}, Drain [[ceil(?{Force|}/2)+(@{drain})]]}}', 'display': 'name'};
- const pcSpellButton = {'name': 'spell', 'header': '@{name}', 'rollFormula': '@{skill}+@{dicepool}+@{magic}', 'desc': '{{desc=@{combat_type}?{Force|}}}{{drain=[[?{Force|}+(@{drain})]]}}', 'display': 'name'};
- const prepButton = {'name': 'preparation', 'header': '@{name}', 'rollFormula': '@{force}+@{potency}', 'display': 'name'};
- const pcRitualButton = {'name': 'ritual', 'header': '@{name}', 'rollFormula': '@{skill}+@{dicepool}+@{magic}', 'desc': '{{desc=Force ?{Force|}}}', 'display': 'name'};
//- MATRIX
- const formButton = {'name': 'complex form', 'header': 'f@{orm_name}', 'rollFormula': '@{form_dice}', 'desc': '{{desc=?{Level|}, Fade [[?{Level|}+(@{form_fade})]]}}', 'display': 'form_name'};
- const icButton = {'name': 'IC', 'header': 'Intrusion Countermeasures', 'rollFormula': '@{IC_attack}', 'desc': '', 'display': 'IC_name'};
//- DIE ROLL VARIABLES
- const rollBeginging = '@{gm_toggle} &{template:rolls}{{mod=[[@{modifiers_toggle}]]}}{{wound=[[@{wounds_toggle}]]}}{{edge=[[@{edge_toggle}]]}}';
- const rollEnding = '+@{wounds_toggle}+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}';
- const noWoundsRollBegining = '@{gm_toggle} &{template:rolls}{{mod=[[@{modifiers_toggle}]]}}{{edge=[[@{edge_toggle}]]}}';
- const noWoundsRollEnding = '+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}';
+179
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@@ -0,0 +1,179 @@
.arms.pc-col
.pc-row.weapons
.header.right-header
h1(data-i18n='weapons') Weapons
.right-tri
.header.right-header
.header.htab
.triangle
input.tab-switch(name='attr_weapon_type_toggle' type='radio' value='range' checked)
h1(data-i18n='ranged') Ranged
.right-tri
.header.htab
.triangle
input.tab-switch(name='attr_weapon_type_toggle' type='radio' value='melee')
h1(data-i18n='melee') Melee
.right-tri
.border-box
.pc-box.medium-box
input.tab-switch(name='attr_weapon_type_toggle' type='hidden' value='range')
.rows.repeating-container.weapon-range
- const rangeRepeatingSection = '@{repeating_range_${x}';
+h2Headers(pcRangeWeaponObject)
fieldset(class='repeating_range')
input(name='attr_dicepool' type='hidden' value='0')
input.flag-primary(name='attr_primary' type='hidden' value='')
+weaponRollButton(pcRangeWeaponButton)
each val in ['Dam', 'AP', 'Mode', 'RC', 'Ammo']
- const attrName = val === 'Dam' ? 'damage' : val === 'RC' ? 'recoil' : val.toLowerCase();
if val === 'Mode'
select(name='attr_mode' title='@{mode}' value='BF')
each val in weaponModes
option(data-i18n=val.toLowerCase() value=val) #{val}
else
span.center(name=`attr_${attrName}`)
+repeatingSectionFlags()
.settings
each val, key in pcRangeWeaponObject
- const attrName = key === 'Dam' ? 'damage' : key.toLowerCase();
if key === 'Mode'
select(name='attr_mode' title='@{mode}' value='BF')
each val in weaponModes
option(data-i18n=val.toLowerCase() value=val) #{val}
else
label(data-i18n-title=key.toLowerCase() title=key.toLowerCase())
input(name=`attr_${attrName}` placeholder=val['placeholder'] title=`${rangeRepeatingSection}_${attrName}}` type=val['type'] value='')
.row
h3(data-i18n='modeoptions') Mode Options
label(data-i18n-title='modeoptions' title='Mode Options')
input(name='attr_mode_options' placeholder='SA/BF/FA' type='text' title=`${rangeRepeatingSection}_mode_options}}`)
h3(data-i18n='range') range
label(data-i18n-title='range' title='Range')
input(name='attr_range' placeholder='25/150/350/550' type='text' title='')
h3(data-i18n='primary') primary
label(data-i18n-title='primary' title='Primary')
input(name='attr_primary' type='checkbox' title=`${rangeRepeatingSection}_primary}` value='primary')
.row
h3(data-i18n='skill') skill
select(name=`attr_skill` title=`${rangeRepeatingSection}_skill}` value='@{firearms}')
optgroup(label='Combat Skills' ) Combat Skills
option(data-i18n='firearmsgroup' value='@{firearms}' selected) Firearms Group
option(data-i18n='automatics' value='@{automatics}') Automatics
option(data-i18n='archery' value='@{Archery}') Archery
option(data-i18n='exoticrange' value='0') Exotic Range
option(data-i18n='heavyweapons' value='@{heavyweapons}') Heavy Weapons
option(data-i18n='longarms' value='@{longarms}') Longarms
option(data-i18n='pistols' value='@{pistols}') Pistols
option(data-i18n='throwingweapons' value='@{throwingweapons}') Throwing Weapons
optgroup(label='Vehicle Skills') Vehicle Skills
option(data-i18n='gunnery' value='@{gunnery}') Gunnery
h3(data-i18n='specialization') specialization
label(data-i18n-title='specialization' title='specialization')
input(name='attr_specialization' value='2' title=`${rangeRepeatingSection}_specialization}` type='checkbox')
h3(data-i18n='modifier') modifier
label(data-i18n-title='modifier' title='modifier')
input(name='attr_dicepool_modifier' title=`${rangeRepeatingSection}_dicepool_modifier}` type='number')
input(name=`attr_skill` type='hidden' value='')
.exotic-warning
i(data-i18n='exoticnote') Exotic weapons are not linked to a skill. Use Modifier input to set dicepool.
+repeatingSectionNotes('range')
.rows.repeating-container.weapon-melee
- const meleeRepeatingSection = '@{repeating_melee_${x}';
+h2Headers(pcMeleeWeaponObject)
fieldset(class='repeating_melee')
input(name='attr_dicepool' type='hidden' value='0')
input.flag-primary(name='attr_primary' type='hidden' value='')
+weaponRollButton(pcMeleeWeaponButton)
each val in ['Dam', 'AP', 'Reach']
- const attrName = val === 'Dam' ? 'damage' : val.toLowerCase();
span.center(name=`attr_${attrName}`)
+repeatingSectionFlags()
.settings
each val, key in pcMeleeWeaponObject
- const attrName = key === 'Dam' ? 'damage' : key.toLowerCase();
label(data-i18n-title=key.toLowerCase() title=key.toLowerCase())
input(name=`attr_${attrName}` placeholder=val['placeholder'] title=`${meleeRepeatingSection}_${attrName}}` type=val['type'] value='')
h3(data-i18n='primary') primary
label(data-i18n-title='primary' title='Primary')
input(name='attr_primary' type='checkbox' title=`${meleeRepeatingSection}_primary}` value='primary')
.row
h3(data-i18n='skill') skill
select(name=`attr_skill` title=`${meleeRepeatingSection}_skill}` value='@{closecombat}')
optgroup(label='Combat Skills' ) Combat Skills
option(data-i18n='closecombatgroup' value='@{closecombat}' selected) Close Combat Group
option(data-i18n='blades' value='@{blades}') Blades
option(data-i18n='clubs' value='@{clubs}') Clubs
option(data-i18n='exoticmelee' value='0') Blades
option(data-i18n='unarmedcombat' value='@{unarmedcombat}') Unarmed Combat
optgroup(label='Vehicle Skills') Vehicle Skills
option(data-i18n='gunnery' value='@{gunnery}') Gunnery
h3(data-i18n='specialization') specialization
label(data-i18n-title='specialization' title='specialization')
input(name='attr_specialization' value='2' title=`${meleeRepeatingSection}_specialization}` type='checkbox')
h3(data-i18n='modifier') modifier
label(data-i18n-title='modifier' title='modifier')
input(name='attr_dicepool_modifier' title=`${meleeRepeatingSection}_dicepool_modifier}` type='number')
input(name=`attr_skill` type='hidden' value='')
.exotic-warning
i(data-i18n='exoticnote') Exotic weapons are not linked to a skill. Use Modifier input to set dicepool.
+repeatingSectionNotes('melee')
.pc-row.armor
.header.right-header
h1(data-i18n='armor') Armor
.right-tri
.border-box
.pc-box.medium-box
.rows.repeating-container
- const armorRepeatingSection = '@{repeating_armor_${x}';
.row-long.headers
each val in ['armor', 'ballistic', 'impact']
h2(data-i18n=`${val.toLowerCase()}`) #{val}
fieldset(class='repeating_armor')
input.flag-primary(name='attr_primary' type='hidden' value='')
.primary.eclipse
span.bold(name='attr_name')
each val in armorTypes
- const attrName = val.toLowerCase();
button(name=`roll_${attrName}` type='roll' value!=noWoundsRollBegining+`{{header=@{name}}}{{base=^{armor}}}{{dice=[[((@{${attrName}}+@{soak}+@{modifier})`+noWoundsRollEnding)
span.center(name=`attr_${attrName}`)
input.collapse-flag(name='attr_display_flag' type='checkbox')
span.pictos i
input.settings-flag(name='attr_flag' title='Settings toggle' type='checkbox' checked)
span.pictos x
.collapse
each val in armorProtectionsButtons
- const attrName = val.toLowerCase();
input(type='hidden' name=`attr_${attrName}`)
button(data-i18n=`${val} Protection` name=`roll_${attrName}` type='roll' value!=noWoundsRollBegining+`{{header=^{${val} Protection}}}{{base=^{armor}}}{{dice=[[((@{impact}/2)+@{${attrName}_modifier}+@{soak}+@{modifier})`+noWoundsRollEnding)
button(data-i18n=`Laser Protection` name=`roll_laser` type='roll' value!=noWoundsRollBegining+`{{header=^{Laser Protection}}}{{base=^{armor}}}{{dice=[[((@{impact}/2)+@{radiation_modifier}+@{laser_modifier}+@{soak}+@{modifier})`+noWoundsRollEnding)
button(data-i18n=`Gause Round Armor` name=`roll_gause` type='roll' value!=noWoundsRollBegining+`{{header=^{Gause Round Armor}}}{{base=^{armor}}}{{dice=[[((@{ballistic}/2)+@{gause_modifier}+@{soak}+@{modifier})`+noWoundsRollEnding)
.row
span(name='attr_notes')
.settings
label(data-i18n-title='name' title='name')
input(name='attr_name' placeholder='Armor Jacket' title=`@{${armorRepeatingSection}_name}` type='text' value='')
each val in armorTypes
- const attrName = val.toLowerCase();
label(data-i18n-title=val)
input(name=`attr_${attrName}` placeholder='9' title=`@{${armorRepeatingSection}_${attrName}}` type='text' value='')
.row
each val in armorProcAbbrev
h2.center(data-i18n=val) #{val}
.row
each val in armorProtectionsInputs
- const attrName = val.toLowerCase();
label.protections(data-i18n-title=val)
input(name=`attr_${attrName}_modifier` placeholder='0' title=`@{${armorRepeatingSection}_${attrName}_modifier}` type='number' value='0')
label.protections(data-i18n-title='Laser Protection')
input(name=`attr_laser_modifier` placeholder='0' title=`@{${armorRepeatingSection}_laser_modifier}` type='number' value='0')
label.protections(data-i18n-title='Gause Round')
input(name=`attr_gause_modifier` placeholder='0' title=`@{${armorRepeatingSection}_gause_modifier}` type='number' value='0')
.row
h3(data-i18n='primary') primary
label(data-i18n-title='primary' title='Primary')
input(name='attr_primary' type='checkbox' title=`${armorRepeatingSection}_primary}` value='primary')
h3(data-i18n='modifier') modifier
label(data-i18n-title='modifier' title='modifier')
input(name='attr_modifier' placeholder='0' title=`${armorRepeatingSection}_modifier}` type='number' value='0')
+repeatingSectionNotes('armor')
@@ -0,0 +1,24 @@
.augs.pc-col
.pc-row
.header.right-header
h1(data-i18n='augmentations') Augmentations
.right-tri
.border-box
.pc-box.medium-box
.row-long.headers
each val in augementations
h2(data-i18n=`${val.toLowerCase()}`) #{val}
.rows.repeating-container
fieldset(class=`repeating_augementations`)
span(name=`attr_augmentation`)
span.center(name=`attr_rating`)
span.center(name=`attr_essence`)
+repeatingSectionFlags()
.settings
each val in augementations
- const attrName = val === 'Augmentations' ? 'augmentation' : val.toLowerCase();
- const type = val === 'Augmentations' ? 'text' : 'number';
- const placeholder = val === 'Augmentations' ? 'name' : '0';
label(data-i18n-title=val title=val)
input(name=`attr_${attrName}` placeholder=placeholder title=`@{repeating_augementations_`+'${x}'+`_${attrName}}` type=type value='')
+repeatingSectionNotes('augementations')
@@ -0,0 +1,46 @@
.core.pc-col
include ../../html/core.html
.quality-box
.header.right-header
.header.htab
input.tab-switch(input name='attr_quality_toggle' type='radio' value='quality' checked)
h1(data-i18n='qualities') Qualities
.right-tri
.header.htab
.triangle
input.tab-switch(input name='attr_quality_toggle' type='radio' value='martial')
h1(data-i18n='martialarts') Martial Arts
.right-tri
.border-box
.pc-box.medium-box
input.tab-switch(input name='attr_quality_toggle' type='hidden' value='quality')
.quality
.row-long.headers
each val in ['Quality', 'Type']
h2(data-i18n=`${val.toLowerCase()}`) #{val}
.rows.repeating-container
fieldset(class='repeating_quality')
span.eclipse(name="attr_quality")
span.center(name="attr_type")
button.pictos(name="quality_chat" type="roll" value="@{gm_toggle} &{template:rolls}{{header=@{quality}}}{{desc=@{notes}}}") w
+repeatingSectionFlags()
.settings
input(name="attr_quality" placeholder="quality name" title="@{repeating_quality_${x}_quality}" type="text")
select(name="attr_type" title="@{repeating_quality_${x}_type}" value='p')
option(data-i18n="p" value="P" selected) P
option(data-i18n="n" value="N") N
+repeatingSectionNotes('quality')
.martial
.row-long.headers
each val in ['Technique', 'Style']
h2(data-i18n=`${val.toLowerCase()}`) #{val}
.rows.repeating-container
fieldset(class='repeating_martial')
span.eclipse(name="attr_technique")
span.center(name="attr_style")
button.pictos(name="technique_chat" type="roll" value="@{gm_toggle} &{template:rolls}{{header=@{technique}}}{{desc=@{notes}}}") w
+repeatingSectionFlags()
.settings
input(name="attr_technique" placeholder="technique name" title="@{repeating_martial_${x}_technique}" type="text")
input(name="attr_style" placeholder="style name" title="@{repeating_martial_${x}_style}" type="text")
+repeatingSectionNotes('martial')
@@ -0,0 +1,24 @@
.gear.pc-col
.pc-row
.header.right-header
h1(data-i18n='gear') gear
.right-tri
.border-box
.pc-box.medium-box
.row-long.headers
each val in ['Item', 'Rating', 'Quantity']
h2(data-i18n=`${val.toLowerCase()}`) #{val}
.rows.repeating-container
fieldset(class=`repeating_items`)
span(name=`attr_item`)
span.center(name=`attr_rating`)
span.center(name=`attr_quantity`)
+repeatingSectionFlags()
.settings
label(data-i18n-title='item' title='item')
input(name=`attr_item` placeholder='Jammer' title=`@{repeating_items_`+'${x}'+`_item}` type='text' value='')
label(data-i18n-title='rating' title='rating')
input(name=`attr_rating` placeholder='3' title=`@{repeating_items_`+'${x}'+`_rating}` type='text' value='')
label(data-i18n-title='quantity' title='quantity')
input(name=`attr_quantity` placeholder='x3' title=`@{repeating_items_`+'${x}'+`_quantity}` type='text' value='')
+repeatingSectionNotes('items')
+106
View File
@@ -0,0 +1,106 @@
.magic.pc-col
.pc-row.spell-box
.header.right-header
h1(data-i18n='magic') Magic
.right-tri
.header.right-header
.header.htab
.triangle
input.magic-toggle(name='attr_magic_toggle' title='@{magic_toggle}' type='radio' value='spells' checked)
h1(data-i18n='spells') Spells
.right-tri
.header.htab
.triangle
input.magic-toggle(name='attr_magic_toggle' title='@{magic_toggle}' type='radio' value='preps')
h1(data-i18n='prep') Prep...
.right-tri
.header.htab
.triangle
input.magic-toggle(name='attr_magic_toggle' title='@{magic_toggle}' type='radio' value='rituals')
h1(data-i18n='rituals') Rituals
.right-tri
.border-box
.pc-box.medium-box
+fadeDrainSection('drain')
input.magic-toggle(name='attr_magic_toggle' type='hidden' value='spells')
.row-long.headers
each val in ['spells', 'type', 'range', 'duration', 'drain']
h2(data-i18n=val) #{val}
.magic-spells.spellsForumlas
+pcSpells('spell')
.magic-preps.spellsForumlas
+pcSpells('preps')
.rows.repeating-container.prepared-preparations
h2(data-i18n='preperations')
.row-long.headers
each val in ['name', 'force', 'potency', 'trigger']
h3(data-i18n=val)
fieldset(class='repeating_preperations')
+displayRollButton(prepButton, false)
each val in ['force', 'potency', 'trigger']
span.center(name=`attr_${val}`)
+repeatingSectionFlags()
.settings
label(data-i18n-title='name' title='name')
input(name='attr_name' placeholder='Name' title='@{repeating_preperations_${x}_name}' type='text' value='')
label(data-i18n-title='force' title='force')
input(name='attr_force' placeholder='1' title='@{repeating_preperations_${x}_force}' type='number' value='')
label(data-i18n-title='potency' title='potency')
input(name='attr_potency' placeholder='1' title='@{repeating_preperations_${x}_potency}' type='number' value='')
select(name='attr_trigger' title='@{repeating_preperations_${x}_trigger}' value='Command')
optgroup(label='Trigger') Trigger
option(data-i18n='command' value='Command') command
option(data-i18n='contact' value='Contact' selected) contact
option(data-i18n='time' value='Time') time
option(data-i18n='special' value='Special') special
+repeatingSectionNotes('preperations')
.magic-rituals
.rows.repeating-container
fieldset(class=`repeating_ritual`)
- const repeatingRitualSection = `@{repeating_${type}`+'_${x}';
input(name='attr_dicepool' type='hidden' value='0')
+displayRollButton(pcRitualButton, true)
each val in ['type', 'range', 'duration', 'drain']
span.center(name='attr_'+val)
+repeatingSectionFlags()
.settings
label(data-i18n-title='name' title='name')
input(name='attr_name' placeholder='Curse (MATERIAL LINK, SPELL)' title=`@{${repeatingRitualSection}_name}` type='text')
.rows
h3(data-i18n='skill') skill
select(name='attr_skill' title=`@{${repeatingRitualSection}_skill}`)
option(data-i18n='sorcerygroup' value='@{sorcery}') Sorcery Group
option(data-i18n='ritualspellcasting' value='@{ritualspellcasting}' selected) Ritual Spellcasting
h3(data-i18n='specialization') specialization
label(data-i18n-title='specialization' title='specialization')
input(name='attr_specialization' title=`@{${repeatingRitualSection}_specialization}` type='checkbox' value='2')
h3(data-i18n='modifier') modifier
label(data-i18n-title='modifier' title='modifier')
input(name='attr_dicepool_modifier' title=`@{${repeatingRitualSection}_dicepool_modifier}` type='number')
+repeatingSectionNotes('ritual')
.pc-row.powers
.header.right-header
h1(data-i18n='adeptpowers') Adept Powers or Other Abilities
.right-tri
.border-box
.pc-box.medium-box
+fadeDrainSection('drain', true)
.row-long.headers
h2(data-i18n='name') Name
h2.center(data-i18n='rating') Rating
.rows.repeating-container.powers
fieldset(class=`repeating_powers`)
span(name='attr_name')
span.center(name='attr_rating')
+repeatingSectionFlags()
.settings
label(data-i18n-title='name' title='name')
input(name='attr_name' placeholder='name' title='@{repeating_powers_${x}_name}' type='text' value='')
label(data-i18n-title='rating' title='rating')
input(name='attr_rating' placeholder='rating' title='@{repeating_powers_${x}_rating}' type='number' value='')
+repeatingSectionNotes('powers')
@@ -0,0 +1,103 @@
.matrix.pc-col
.pc-row.matrix-box
.header.right-header
h1(data-i18n='Commlinks') Commlinks
.right-tri
.border-box
.pc-box.medium-box
.commlinks.rows.repeating-container
fieldset(class=`repeating_commlinks`)
- const commlinksrepeatingSection = `@{repeating_commlink_` + "${x}";
each val in ['name', 'os', 'response', 'system', 'signal', 'firewall']
h2.text-capitalize(data-i18n=val)
label(data-i18n-title=val)
input(name=`attr_${val}` placeholder=`Commlink ${val}` title=`@{${commlinksrepeatingSection}_${val}}` type='text' value='')
.con-hex
input(type="radio" name="attr_matrix" value="0")
h2(data-i18n="conditionmonitor")
-let matrixHexes = 0;
while matrixHexes < 13
input(type="radio" name="attr_matrix" value=matrixHexes++)
span.hexagon
.rows.repeating-container.programs
h2(data-i18n='programs') Programs
fieldset(class=`repeating_programs`)
- const programRepeatingSection = `@{repeating_programs_` + '${x}';
input.toggle(name='attr_program_on' type='checkbox' checked)
span.pictos Q
button.pictos(name="roll_program" type="roll" value!=`${rollBeginging}{{header=@{program}}}{{base=^{base}}}{{dice=[[((@{skill}+@{rating}+@{modifier}+@{specialization})+@{wounds_toggle}+@{modifiers_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}`)
span.eclipse(name='attr_program')
+repeatingSectionFlags()
.settings
.col
label(data-i18n-title='programs' title='programs')
input(name='attr_program' placeholder='Program name' title='@{repeating_programs_${x}_program}' type='text' value='')
.col
h3(data-i18n='rating') rating
label(data-i18n-title='programs' title='programs')
input(name='attr_rating' placeholder='0' title='@{repeating_programs_${x}_rating}' type='number' value='0')
.col
h3(data-i18n='skill') skill
select(name=`attr_skill` title=`${programRepeatingSection}_skill}` value='@{cracking}')
optgroup(label='Cracking Skills' ) Cracking Skills
option(data-i18n='crackinggroup' value='@{cracking}' selected) Cracking Group
option(data-i18n='cybercombat' value='@{cybercombat}') Cybercombat
option(data-i18n='hacking' value='@{hacking}') Hacking
option(data-i18n='electronicwarfare' value='@{electronicwarfare}') Electronic Warfare
optgroup(label='Electronic Skills' ) Electronic Skills
option(data-i18n='electronicsgroup' value='@{electronics}') Electronics Group
option(data-i18n='computer' value='@{computer}') Computer
option(data-i18n='datasearch' value='@{datasearch}') Data Search
option(data-i18n='hardware' value='@{hardware}') Hardware
option(data-i18n='software' value='@{software}') Software
.col
h3(data-i18n='specialization') specialization
label(data-i18n-title='specialization' title='specialization')
input(name='attr_specialization' value='2' title=`${programRepeatingSection}_specialization}` type='checkbox')
.col
h3(data-i18n='modifier') modifier
label(data-i18n-title='modifier' title='modifier')
input(name='attr_modifier' title=`${programRepeatingSection}_modifier}` type='number' value='0')
+repeatingSectionNotes('programs')
.pc-row
.header.right-header
h1(data-i18n='complex form') Complex Forms
.right-tri
.border-box
.pc-box.medium-box
+fadeDrainSection('fade')
.rows.repeating-container.complex-forms
- const formsrepeatingSection = `@{repeating_forms_` + "${x}";
.row-long.headers
each val in complexFormAttributes
h2.text-capitalize(data-i18n=val)
fieldset(class=`repeating_forms`)
input(name='attr_dicepool' type='hidden' value='0')
+displayRollButton(pcComplexFormButton, true)
- const complexFormSpans = complexFormAttributes.shift();
each val in complexFormSpans
span.center.eclipse(name=`attr_${val}`)
+repeatingSectionFlags()
.settings
label(data-i18n-title='name' title='name')
input(name='attr_name' placeholder='name' title=`${formsrepeatingSection}_name}` type='text' value='')
select(name=`attr_target` title=`${formsrepeatingSection}_target}` value='Device')
each val in formTargets
option.text-capitalize(data-i18n=val value=val) #{val}
select(name=`attr_duration` title=`${formsrepeatingSection}_duration}` value='Instant')
each val in formDurations
option.text-capitalize(data-i18n=val value=val)
label(data-i18n-title='fade' title='fade')
input(name='attr_fade' placeholder='-1' title=`${formsrepeatingSection}_fade}` type='number' value='')
.row
h3(data-i18n='skill') skill
select(name=`attr_skill` title=`${formsrepeatingSection}_skill}` value='@{software}')
option(data-i18n='Electronics Group' value='@{electronics}') Electronics Group
option(data-i18n='software' value='@{software}' selected) Software
h3(data-i18n='specialization')
label(data-i18n-title='specialization' title='specialization')
input(name='attr_specialization' value='2' title=`${formsrepeatingSection}_specialization}` type='checkbox')
h3(data-i18n='modifier') modifier
label(data-i18n-title='modifier' title='modifier')
input(name='attr_dicepool_modifier' title=`${formsrepeatingSection}_dicepool_modifier}` type='number')
+repeatingSectionNotes('forms')
@@ -0,0 +1,68 @@
.social.pc-col
.pc-row
.header.right-header
h1(data-i18n="idslifestylecurrency")
.right-tri
.border-box.lifestyle
.pc-box.small-box
.row-long
h3(data-i18n="primarylifestyle")
input(name="attr_primary_lifestyle" placeholder="Middle /w GRID subscription" style="width: 77%" title="@{primary_lifestyle}" type="text")
.row-long
h3(data-i18n="nuyen")
input(type="text" name="attr_primary_nuyen" placeholder="$1,000 UCAS" style="width: 90%" title="@{primary_nuyen}")
.row-long
h3(data-i18n="licenses")
input(type="text" name="attr_primary_licenses" placeholder="Technomancer, Pistols..." style="width: 87%" title="@{primary_licenses}")
.row-long.headers
h2(data-i18n="fakeidsrelated")
.rows.repeating-container
fieldset(class='repeating_lifestyle')
span.eclipse(name="attr_name")
button.pictos(name="lifestyle_chat" type="roll" value="@{gm_toggle} &{template:rolls}{{header=@{name}}}{{desc=^{relatedlifestyle} @{lifestyle} , ^{nuyen} @{funds}, ^{licenses} @{licenses}}}") w
input.collapse-flag(name='attr_display_flag' type='checkbox')
span.pictos i
input.settings-flag(name='attr_flag' title='Settings toggle' type='checkbox' checked)
span.pictos x
.collapse
.rows
h3(data-i18n="relatedlifestyle")
span(name='attr_lifestyle')
.rows
h3(data-i18n="nuyen")
span(name='attr_funds')
.rows
h3(data-i18n="licenses")
span(name='attr_licenses')
.settings
h3(data-i18n="fakeid")
input.text-left(name="attr_name" placeholder="John Doe" title="@{repeating_lifestyle_${x}_name}" type='text')
h3(data-i18n="relatedlifestyle")
textarea(name="attr_lifestyle" placeholder="Middle" title="@{repeating_lifestyle_${x}_lifestyle}")
h3(data-i18n="funds")
textarea(name="attr_funds" placeholder="$1,000 UCAS" title="@{repeating_lifestyle_${x}_funds}")
h3(data-i18n="licenses")
textarea(name="attr_licenses" placeholder="Technomancer, Pistols" title="@{repeating_lifestyle_${x}_licenses}")
.pc-row
.header.right-header
h1(data-i18n="contacts")
.right-tri
.border-box.contacts
.pc-box.small-box
.row-long.headers
each val in ['name', 'loyalty', 'connection', 'favor']
h2(data-i18n=`${val.toLowerCase()}`) #{val}
.rows.repeating-container
fieldset(class='repeating_contacts')
span.eclipse(name="attr_name")
span.center(name="attr_loyalty")
span.center(name="attr_connection")
span.center(name="attr_favors")
button.pictos(name="ontact_chat" type="roll" value="@{gm_toggle} &{template:rolls}{{header=@{name}}}{{desc=^{loyalty} @{loyalty} , ^{connection} @{connection}, ^{favor} @{favors}}}") w
+repeatingSectionFlags()
.settings
input(type="text" name="attr_name" placeholder="Old Crow" title="@{repeating_contacts_${x}_name}")
input(type="number" name="attr_loyalty" min="1" placeholder="3" title="@{repeating_contacts_${x}_name}")
input(type="number" name="attr_connection" min="1" placeholder="8" title="@{repeating_contacts_${x}_name}")
input(type="number" name="attr_favors" placeholder="+2" title="@{repeating_contacts_${x}_name}")
+repeatingSectionNotes('contacts')
@@ -0,0 +1,72 @@
.static.pc-col
include ../../html/static.html
//- SKILLS
.pc-row
.header
- const skillTypes = {'Active': 'active', 'Knowledge': 'know', 'Language': 'lang'}
each val, key in skillTypes
- const attrName = key.toLowerCase();
.header.htab
.triangle
input.tab-switch(name='attr_skill_toggle' title=key + ' skills' type='radio' value=attrName)
h1(data-i18n=val) #{val}..
.right-tri
.triangle
h1(data-i18n='skills') Skills
.border-box.skill-box
.pc-box.medium-box
.rows.repeating-container
.row-long.headers
each val in ['Skill', 'RTG', 'Attribute']
- const translationKey = val.toLowerCase();
h2(data-i18n=translationKey) #{val}
input.tab-switch(name='attr_skill_toggle' type='hidden' value='active')
each val, key in {'active': ['active', 'Agility', 'Physical'],'knowledge':['know', 'Logic', 'Mental'], 'language': ['lang', 'Charisma', 'Social']}
div(class=`skills-${val[0]}`)
.rows.repeating-container
if key === 'active'
.row-long
input(name='attr_default_display' type='hidden' value='Agility')
+rollButton('default', '@{default_display}', '@{default_attribute}+-1')
span.text-align-center -
select.attribute-select(name='attr_default_attribute' title='Skill attribute')
+attributeSelect('Agility')
fieldset(class=`repeating_${key}`)
- const skillsRepeatingSection = `@{repeating_${key}`+'_${x}';
input(name='attr_display_rating' type='hidden')
input(name='attr_specialization' type='hidden' value='')
input(name='attr_display_attribute' type='hidden' value=val[1])
input(name='attr_dicepool' type='hidden' value='0')
if key === 'active'
input(name='attr_display_skill' type='hidden' value='')
input.settings-flag(name='attr_flag' type='hidden' value='settings' title=`${skillsRepeatingSection}_flag}`)
.buttons
//- SKILL BUTTON
+skillButton(false, key)
//- SPECILIZATION BUTTON
+skillButton(true)
span.text-align-center(name='attr_display_rating' title=`${skillsRepeatingSection}_display_rating}`)
select.attribute-select(name='attr_attribute' title=`${skillsRepeatingSection}_attribute}`)
+attributeSelect(val[1])
+repeatingSectionFlags()
.settings
if key === 'active'
select.skill-select(name='attr_skill' value='Close Combat Group' title=`${skillsRepeatingSection}_skill}`)
include ../../html/skillselect.html
else
label(data-i18n-title='skill' title='skill')
input(name='attr_skill' placeholder=key type='text' title=`${skillsRepeatingSection}_skill}`)
label(data-i18n-title='rating' title='rating')
input(name='attr_rating' min='0' placeholder='0' type='number' title=`${skillsRepeatingSection}_rating}`)
label(data-i18n-title='ratingmodifier' title='Rating Modifier')
span(data-i18n='ratingmodifier') Rating Modifier
input(name='attr_rating_modifier' placeholder='0' type='number' title=`${skillsRepeatingSection}_rating_modifier}`)
label(data-i18n-title='specialization' title='specialization')
span(data-i18n='specialization') specialization
input(name='attr_specialization' placeholder='Specalizations' type='text' title=`${skillsRepeatingSection}_specialization}`)
label(data-i18n-title='notes' title='notes')
span(data-i18n='notes') Notes
textarea(name='attr_notes' value='' placeholder='Notes' title=`${skillsRepeatingSection}_notes}`)
@@ -0,0 +1,22 @@
.tabs
img(alt='Shadowrun' src=`${imageSource}/ShadowrunLogo.png`)
h1(data-i18n='character') Character
label(data-i18n-title='character name' title='character name')
input(type='text' name='attr_character_name' placeholder='Character name' title='@{character_name}')
h1(data-i18n='player') Player
label(data-i18n-title='player name' title='player name')
input(type='text' name='attr_player_name' placeholder='Player name' title='@{player_name}')
h2(data-i18n-title='/w GM') /w GM
label.switch(data-i18n-title='whisper rolls to gm' title='whisper rolls to gm')
input.whisper-toggle(name='attr_gm_toggle' type='checkbox' value='/w gm')
span.slider
each val, key in {'wounds': '@{wounds}', 'modifiers':'?{Modifiers +/-|0}', 'edge':'@{edge}'}
h2(data-i18n-title=key) #{key}
label.switch(data-i18n-title=key title=key)
input.whisper-toggle(name='attr_'+key+'_toggle' type='checkbox' value=val)
span.slider
button(name='d6' title='Roll D6s' type='roll' value!='@{gm_toggle} &{template:rolls}{{header=^{d6}}}{{base=^{d6}}}{{dice=[[(?{d6s|0}d6>5@{explode_toggle})]]}}') L
input(name='attr_tab' type='hidden' value='options')
button.pictos(name='act_tab_options' title='@{tab}' type='action' ) y
each val in tabs
button(data-i18n=val name=`act_tab_${val}` type='action' title='@{tab}') #{val}
+217
View File
@@ -0,0 +1,217 @@
%display-none { display: none; }
%display-inline { display: inline; }
%display-inline-grid { display: inline-grid; }
%display-grid { display: grid; }
%display-inline-block,
.sheet-static {
display: inline-block;
}
/***** PC AND NPC *****/
@each $characterType in $characterTypes {
.sheet-#{$characterType} { @extend %display-none; }
}
input[name='attr_sheet_type']:not([value='pc']) ~ .sheet-npc,
input[name='attr_sheet_type'][value='pc'] ~ .sheet-pc {
@extend %display-inline-block;
}
/***** TABS *****/
@each $tab in $tabs {
.sheet-#{$tab} {
@extend %display-none;
}
.sheet-options_toggle[value='#{$tab}'] ~ .sheet-#{$tab} {
@extend %display-inline-block;
}
}
/***** SWITCH BETWEEN DIFFERENT TABS *****/
.sheet-skills-active,
.sheet-skills-know,
.sheet-skills-lang {
@extend %display-none;
}
.sheet-tab-switch[value='active'] ~ .sheet-skills-active,
.sheet-tab-switch[value='knowledge'] ~ .sheet-skills-know,
.sheet-tab-switch[value='language'] ~ .sheet-skills-lang {
@extend %display-inline;
}
@each $magicTabs in 'spells', 'preps', 'rituals' {
.sheet-magic-#{$magicTabs} { @extend %display-none; }
.sheet-magic-toggle[value='#{$magicTabs}'] ~ .sheet-magic-#{$magicTabs} { @extend %display-inline; }
}
@each $qualityTabs in 'quality', 'martial' {
.sheet-#{$qualityTabs} { @extend %display-none; }
.sheet-tab-switch[value='#{$qualityTabs}'] ~ .sheet-#{$qualityTabs} { @extend %display-inline; }
}
/***** SETTINGS *****/
div.sheet-collapse,
.sheet-settings { @extend %display-none; }
input[name='attr_stats_toggle'][value='settings'] ~ .sheet-attribute .sheet-settings,
input[name='attr_stats_toggle'][value='settings'] ~ .sheet-body .sheet-column .sheet-settings,
input[name='attr_stats_toggle'][value='settings'] ~ .sheet-body .sheet-textrow .sheet-settings {
@extend %display-inline-block;
}
/*** TOGGLE ***/
input.sheet-settings-toggle:checked ~ div.sheet-display,
input.sheet-settings-toggle:checked ~ .sheet-attr-col .sheet-attr-und div.sheet-display,
input.sheet-settings-toggle ~ .sheet-attr-lim div.sheet-settings,
input.sheet-settings-toggle:checked ~ .sheet-attr-lim div.sheet-display,
input.sheet-settings-toggle[value='settings'] ~ div.sheet-display,
input.sheet-settings-toggle[value='display'] ~ div.sheet-settings,
input.sheet-settings-toggle[value='display'] ~ div.sheet-settings-grid {
@extend %display-none;
}
.sheet-display,
input.sheet-settings-toggle:checked ~ div.sheet-settings,
input.sheet-settings-toggle:checked ~ .sheet-attr-col .sheet-attr-und div.sheet-settings,
input.sheet-settings-toggle:checked ~ .sheet-attr-lim div.sheet-settings {
background: none;
display : inherit;
font-size : 1em;
text-align: left;
width : 100%;
}
/* NEW REPEATING CONTAINER WAY TO SHOW & HIDE SETTINGS */
/* SLOWLY ELIMINATE ALL TRACES OF SETTINGS-TOGGLE WITH THIS WAY OF DOING THINGS */
input.sheet-settings-flag:checked ~ div.sheet-settings { display : inherit; }
input.sheet-collapse-flag:checked ~ div.sheet-collapse { display: block; }
/* OLD WAY TO SHOW & HIDE THINGS */
input.sheet-settings-toggle[value='display'] ~ .sheet-settings { @extend %display-none; }
input.sheet-settings-toggle[value='settings'] ~ .sheet-settings { @extend %display-inline-block; }
@each $specialAttribute in $specialCharacters {
//-PCs
.sheet-hide-#{$specialAttribute} { @extend %display-none; }
.sheet-character-type[value='#{$specialAttribute}'] ~ .sheet-pc .sheet-pc-row .sheet-attr-col .sheet-hide-#{$specialAttribute} {
@extend %display-inline-block;
}
//NPC
input[name='attr_flag_special'][value='#{$specialAttribute}'] ~ .sheet-npc .sheet-hide-#{$specialAttribute} {
@extend %display-inline-block;
}
}
/***** PC WEAPONS *****/
div.sheet-weapon-range,
div.sheet-weapon-melee {
@extend %display-none;
}
input.sheet-tab-switch[value='range'] ~ .sheet-weapon-range,
input.sheet-tab-switch[value='melee'] ~ .sheet-weapon-melee {
@extend %display-inline-block;
}
/***** NPC TYPES *****/
@each $npcType in $npcTypes {
.sheet-#{$npcType} { @extend %display-none; }
input[name='attr_sheet_type'][value='#{$npcType}'] ~ .sheet-npc .sheet-attribute.sheet-#{$npcType} {
@extend %display-inline-grid;
}
input[name='attr_sheet_type'][value='#{$npcType}'] ~ .sheet-npc .sheet-rows.sheet-#{$npcType},
input[name='attr_sheet_type'][value='#{$npcType}'] ~ .sheet-npc .sheet-textrow.sheet-#{$npcType} {
@extend %display-inline-block;
}
}
input[name='attr_sheet_type'][value='host'] ~ .sheet-npc .sheet-column:nth-of-type(2),
input[name='attr_sheet_type'][value='sprite'] ~ .sheet-npc .sheet-column:nth-of-type(1n+2) {
@extend %display-none;
}
/* SHOW AND HIDE MAGIC AND RESONANCE SPECIFIC ATTRIBUTES BASED ON RADIO TOGGLE */
input[name='attr_flag_special'][value='mundane'] ~ div.sheet-npc .sheet-hide-magic,
input[name='attr_flag_special'][value='mundane'] ~ div.sheet-npc .sheet-hide-resonance,
input[name='attr_flag_special'][value='mundane'] ~ div.sheet-npc .sheet-grunt.sheet-hide-magic,
input[name='attr_flag_special'][value='mundane'] ~ div.sheet-npc .sheet-grunt.sheet-hide-resonance,
input[name='attr_flag_special'][value='resonance'] ~ div.sheet-npc .sheet-hide-magic,
input[name='attr_flag_special'][value='resonance'] ~ div.sheet-npc .sheet-grunt.sheet-hide-magic,
input[name='attr_flag_special'][value='magic'] ~ div.sheet-npc .sheet-hide-resonance,
input[name='attr_flag_special'][value='magic'] ~ div.sheet-npc .sheet-grunt.sheet-hide-resonance,
input[name='attr_stats_toggle']:not([value='settings']) ~ div.sheet-attribute .sheet-settings.sheet-hide-magic,
input[name='attr_stats_toggle']:not([value='settings']) ~ div.sheet-attribute .sheet-settings.sheet-hide-resonance,
input[name='attr_stats_toggle']:not([value='settings']) ~ div.sheet-body .sheet-settings.sheet-hide-magic,
input[name='attr_stats_toggle']:not([value='settings']) ~ div.sheet-body .sheet-settings.sheet-hide-resonance {
@extend %display-none;
}
//- HIDE TEXT ROWS WHEN THE TEXTAREA IS EMPTY
input[name='attr_stats_toggle']:not([value='settings']) ~ div.sheet-body input[type='hidden'][value=''] + div.sheet-textrow {
@extend %display-none;
}
input[name='attr_stats_toggle']:not([value='settings']) ~ div.sheet-body input[type='hidden'][value=''] + div.sheet-rows.sheet-grunt {
@extend %display-none;
}
//- HIDE PAIN TOLLERANCE FOR NPCS
input[name='attr_stats_toggle']:not([value='settings']) ~ div.sheet-body div.sheet-grunt.sheet-pain-tolerance {
display: none;
}
//- HIDE SPECIALIZATION BUTTONS IF THERE IS NO SPECIALIZATION
input[name='attr_specialization'][value=''] ~ button[name*='specialization'],
input[name='attr_specialization'][value=' '] ~ button[name*='specialization'],
input[name='attr_specialization'][value=''] ~ div.sheet-row-long div.sheet-buttons button[name*='specialization'],
input[name='attr_specialization'][value=' '] ~ div.sheet-row-long div.sheet-buttons button[name*='specialization'] {
@extend %display-none;
}
//- NPC WEAPONS HIDE REACH OR RECOIL/AMMO BASED ON THE SELECTED RANGE
input[name='attr_weapon_range'][value='range'] ~ div.sheet-settings h2[data-i18n='reach'],
input[name='attr_weapon_range'][value='range'] ~ div.sheet-settings label[data-i18n-title='reach'] {
@extend %display-none;
}
input[name='attr_weapon_range'][value='melee'] ~ div.sheet-settings h2[data-i18n='modes'],
input[name='attr_weapon_range'][value='melee'] ~ div.sheet-settings h2[data-i18n='recoil'],
input[name='attr_weapon_range'][value='melee'] ~ div.sheet-settings h2[data-i18n='ammo'],
input[name='attr_weapon_range'][value='melee'] ~ div.sheet-settings label[data-i18n-title='modes'],
input[name='attr_weapon_range'][value='melee'] ~ div.sheet-settings label[data-i18n-title='recoil'],
input[name='attr_weapon_range'][value='melee'] ~ div.sheet-settings label[data-i18n-title='ammo'],
input[name='attr_weapon_range'][value='melee'] ~ div.sheet-settings span {
@extend %display-none;
}
//- NPC SPELLS HIDE COMBAT INFO IF NOT A COMBAT SPELL
input[name='attr_category']:not([value='Combat']) ~ h2[data-i18n='combat'],
input[name='attr_category']:not([value='Combat']) ~ h2[data-i18n='dam'] {
visibility: hidden;
}
input[name='attr_category']:not([value='Combat']) ~ select[name='attr_combat_type'],
input[name='attr_category']:not([value='Combat']) ~ label[data-i18n-title='dam'] {
@extend %display-none;
}
//- SHOW AND HIDE MATRIX DEVICE
input[name='attr_flag_matrix'][value='matrix'] ~ div.sheet-matrix {
@extend %display-inline-block;
}
%highlight-button {
background-color: $primary;
box-shadow : inset 0px 0px 3px 1px $accent;
color : $white;
}
+423
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@@ -0,0 +1,423 @@
.sheet-npc {
border-radius : 3px;
min-height : 800px;
padding : 10px 10px;
width : 720px;
button {
background: #333;
color: $white;
&:hover,
&:focus {
border-color: $secondary;
color : $white;
font-weight : bold;
}
}
h1 {
line-height: unset;
font-size: 1.1em;
}
h2 {
font-size: 1em;
text-transform: capitalize;
}
h3 { font-size: 0.85em; }
input {
&[type='radio'] { opacity: 1; }
&[type='text']:placeholder-shown,
&[type='number']:placeholder-shown {
border: 1px dotted $accent
}
&.sheet-toggle:checked + span { color: $accent }
}
textarea, select {
color : $white;
background-color: #555;
}
div.sheet-tabs {
@extend %display-inline-grid;
grid-template-columns: 2.5em 1fr 4em 1fr 4em 1fr 4em 1fr 4em;
grid-row-gap: 10%;
button[type='roll'] {
color: $blackish;
grid-area: 2 / 1 / 2 / 2;
}
img {
grid-area: 1 / 1 / 2 / 4;
height: 100%;
width: 100%
}
.sheet-switch {
input[type='checkbox'] + span {
position: absolute;
}
}
h2, label { grid-row: 2;}
select { grid-column: 8 / 8;}
input[name='attr_stats_toggle'],
input[name='attr_stats_toggle'] + span.sheet-pictos {
grid-area: 1 / 9 / 1 / 9;
position: relative;
width: 100%;
height: 100%;
}
input[name='attr_stats_toggle']:checked + span { color: $accent }
span.sheet-pictos {
text-align: center;
font-size: 1.2em;
}
}
div.sheet-rows {
margin-bottom: 1%;
width: 100%;
button {
font-size: 1.1em;
text-align: left;
}
h2 {
display: inline;
font-size: 1.1em;
line-height: unset;
font-weight: normal;
}
h3 { display: inline; }
input[type='number'] { width: 3em; }
span.sheet-tiny-span { margin: 0px 1%; }
}
/*:+:+:+: REPEATING SECTIONS :+:+:+:*/
div.sheet-repeating {
button { margin: 0px; }
h1 {display: inline;}
h2 {
font-variant: small-caps;
text-align : center;
text-decoration: underline;
}
input[type='number'], input[type='text'] { width: 100%; }
input[name='attr_flag'] {
@extend %settingsCheckboxes;
@extend %toggleCheckbox;
}
div.repitem {
&:hover > input[name='attr_flag'] + span,
&:hover > input[name='attr_program_on'] + span {
opacity: 1;
}
div.sheet-settings {
min-width: 700px;
}
}
}
/*:+:+:+: NPC ATTRIBUTES :+:+:+:*/
div.sheet-attribute {
border-bottom: 1px solid $white;
border-top : 1px solid $white;
grid-row-gap: 5%;
margin : 2% 0px;
padding: 1% 1% 3% 1%;
width : 100%;
input[type='number'] {
text-align: center;
width: 100%;
}
label {
text-align: center;
&[data-i18n-title='modifier']{ input[type='number'] {width: 65%;} }
&[data-i18n-title='modifier']:before {content: '(';}
&[data-i18n-title='modifier']:after {content: ')';}
}
h1 {
font-weight: normal;
grid-row: 1;
text-align: center;
}
button {
grid-row: 1;
text-transform: capitalize;
}
span {
font-size: 1.25em;
grid-row: 2;
text-align: center;
}
span + label {grid-row: 3;}
label[data-i18n-title='modifier']{grid-row: 4;}
}
/*:+:+:+: NPC BODY :+:+:+:*/
div.sheet-mid {
@extend %display-inline-grid;
grid-template-columns: 52% 30% 1fr;
width: 100%;
div.sheet-column {
@extend %display-inline-block;
width: 100%;
}
span[name='attr_physical_limit']:after,
span[name='attr_mental_limit']:after {
content: ',';
}
}
/*:+:+:+: NPC TEXT BOXES AND REPEATING SECTIONS :+:+:+:*/
div.sheet-end {
div.sheet-rows, div.sheet-textrow { width: 100% }
/*:+:+:+: TEXT AREAS :+:+:+:*/
div.sheet-textrow {
grid-column: 1 / 4;
h1 {
display: inline;
line-height: unset;
margin-right: 1%;
}
label {
width: 100%;
&[data-i18n-title='initiate'],
&[data-i18n-title='submersion'] {
width: 4em;
& input { width: 100%; }
}
}
}
/*:+:+:+: REPEATING SECTIONS :+:+:+:*/
div.sheet-repeating { grid-column: 1 / 4; }
/*:+:+:+: NPC INLINE REPEAITNG SECTIONS SUCH AS SKILLS :+:+:+:*/
div.sheet-inline-repeating {
div.repitem {
span[name*='attr_display_rating']:after { content: ','; }
}
.sheet-full-row {
grid-column: 1 / 6;
}
div.repcontainer {
display: inline;
max-width: 500px;
.repitem,
.repcontrol {
display : inline-block;
vertical-align: top;
margin-bottom : 1%;
margin-right: 1%;
}
}
div.sheet-settings {
grid-template-columns: 2fr 8em 8em 1fr 1fr;
grid-column-gap: 1%;
grid-row-gap: 0.5%;
h2.sheet-full-row {
text-align: left;
}
label.sheet-full-row {
input[type='text']{ text-align: left; }
}
}
}
/*:+:+:+: WEAPONS :+:+:+:*/
div.sheet-weapons {
input[name='attr_weapon_range'][value='range'] ~ div.sheet-settings {
grid-template-columns: 5em 3em 2fr 2fr 3em 3em 3em 1fr 3em 3em;
label[data-i18n-title='notes'] { grid-column: 1 / 10 }
}
input[name='attr_weapon_range'][value='melee'] ~ div.sheet-settings {
grid-template-columns: 5em 3em 2fr 2fr 3em 3em 3em 3em;
label[data-i18n-title='notes'] { grid-column: 1 / 9 }
}
div.sheet-settings {
grid-column-gap: 0.2%;
}
span[name='attr_weapon_dice'] {
@extend %parantheseNumbers;
}
}
/*:+:+:+: SPELLS :+:+:+:*/
div.sheet-spells {
div.sheet-settings {
grid-column-gap: 0.2%;
grid-template-columns: 7em 3em 1fr 5em 5em 5em 3em 5em 3em;
}
span[name='attr_dice'] {
@extend %parantheseNumbers;
}
label[data-i18n-title='notes'] { grid-column: 1 / 10; }
}
/*:+:+:+: COMPLEX FORMS :+:+:+:*/
div.sheet-forms {
div.sheet-settings {
grid-column-gap: 0.2%;
grid-template-columns: 3em 1fr 7em 8em 3em;
}
span[name='attr_form_dice'] {
margin-left: 3%;
@extend %parantheseNumbers;
}
label[data-i18n-title='notes'] { grid-column: 1 / 6; }
}
/*:+:+:+: IC :+:+:+:*/
div.sheet-ic {
div.sheet-settings {
grid-column-gap: 0.2%;
grid-template-columns: 1fr 8em 8em 8em;
}
span[name='attr_software_dice'] {
margin-left: 3%;
@extend %parantheseNumbers;
}
label[data-i18n-title='notes'] { grid-column: 1 / 5; }
}
}
/*:+:+:+: NPC MATRIX :+:+:+:*/
div.sheet-matrix {width: 100%;}
div.sheet-matrix-device {
margin-bottom: 5%;
div.sheet-rows {
display: inline-grid;
grid-template-columns: 12em 45% 10em 1fr;
grid-row-gap: 5%;
&:first-child { margin-bottom: 4%; }
}
label {
width: 100%;
input[type='text'] {
text-align: left;
width: 100%;
}
&.sheet-round > input[type='number'] {
border-radius: 25px 25px;
height: 25px;
margin-left: 25%;
width: 25px;
}
}
div.sheet-matrix-bubble {
background-color: transparent;
grid-column: 2 / 4;
height: 15px;
margin-left: 10%;
/*:+:+:+: NPC MATRIX BUBBLES :+:+:+:*/
input[type='radio'] {
height: 25px;
width : 20px;
left : 0px;
top: -115%;
& + span {
border-radius: 5px;
height : 25px;
left : 5px;
width : 20px;
top: -60%;
}
}
}
/*:+:+:+: NPC PROGRAMS :+:+:+:*/
div.repcontainer {
grid-column: 1 / 6;
h2[data-i18n='notes'] { grid-row: 3; }
label[data-i18n-title='notes'] { grid-row: 4; }
div.repitem {
display: inline-block;
width: 100%;
button > span, span { opacity: 0.2; }
input.sheet-toggle,
span.sheet-pictos {
position: absolute;
top: 2%;
}
input[name='attr_program_on'] {
left: 2%;
& + span { left: 2.5%;}
&:checked ~ button > span,
&:checked ~ span { opacity: 1; }
}
button[type="roll"] { margin-left: 5% !important; }
}
}
}
}
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,79 @@
.repcontainer .repitem {
margin-bottom: 5px;}
.repcontrol {
display : inline-block;
vertical-align: top;
min-height : 27px;}
.repcontrol .btn {
background : none;
border : medium none;
box-shadow : none;
color : transparent !important;
display : inline-block;
font-size: 15px;
margin-left: 10px;
outline : 0;
padding : 0px 0px 0px 0px;
text-shadow: none;
width : 25px;
}
.repcontrol .repcontrol_edit:after,
.repcontrol .repcontrol_add:after {
background-color: none;
color: #fff;
@extend .sheet-pictos;
font-size: 16px;
height: 12px;
padding: 2px 4px 2px 4px;
visibility: visible;
width: 12px;
}
.repcontrol .repcontrol_edit:after {
content: '(';
@extend .sheet-pictos;
}
.repcontrol .repcontrol_add:after {
content: '&';
@extend .sheet-pictos;
}
.editmode ~ .repcontrol .repcontrol_edit:after {
content: ')';
@extend .sheet-pictos;
}
.repcontrol .repcontrol_edit:after,
.repcontrol .repcontrol_add:after {
color : #000;
position: relative;}
.sheet-npc .repcontrol .repcontrol_edit:after,
.sheet-npc .repcontrol .repcontrol_add:after {
color: $blackish;
}
.repcontrol .repcontrol_edit:hover:after,
.repcontrol .repcontrol_add:hover:after {
color : $accent;
background-color: none;
}
.itemcontrol {z-index: 10;}
.itemcontrol .repcontrol_del,
.itemcontrol .repcontrol_move {
font-size : 10px;
height : 18px;
margin-top: 3px;
padding : 0px;
width : 18px;}
.itemcontrol .repcontrol_del {
background-color: darkred;
@extend .sheet-pictos;
}
@@ -0,0 +1,86 @@
.sheet-rolltemplate-rolls div.sheet-template-body {
border : 2px solid $blacker !important;
border-radius: 3px 3px 3px 3px;}
.sheet-rolltemplate-rolls .sheet-template-header {
background-color: $primary;
border : 1px solid $blacker;
border-bottom : 2px solid $blacker;
box-shadow : inset 0px 0px 3px 1px $blacker;
color : $blackish;
font-size : 1.5em;
font-variant : small-caps;
letter-spacing : 2px;
padding : 3px 0px 5px 0px;
text-align : center;
text-transform : capitalize;
font-weight: bold;
h1 {
font-size: 0.8em;
color: $blackish;
line-height: 1em;
}
span {
font-family : 'tahoma';
font-size : 0.5em;
font-variant : normal;
letter-spacing: 1px;
}
}
.sheet-rolltemplate-rolls .sheet-template-row {
color : $white;
text-align : center;
font-size : 18px;
background-color: $blackish;
box-shadow : inset 0px 0px 3px 1px $blacker;
line-height : 1.1em;
font-family : 'helvetica';
padding : 5px 5px 3px 5px;
&:nth-child(2n+0) {
background-color: #555;
}
//Drain button
a[href^="~"] {
font-family: "dicefontd6";
color: #1c1c1c;;
border: none;
box-shadow: outset 0px 0px 3px 1px $blacker;
font-size: 1.8em;
background: none !important;
padding: 1px;
color: $white;
text-shadow: $text-shadow-dark;
&:hover, &:focus, &:active {
font-weight: bold;
color: $white;
text-shadow: $text-shadow-red;
}
}
}
.sheet-rolltemplate-rolls .inlinerollresult {
display :inline-block;
color : $white;
font-size : 25px;
background-color: transparent;
border : none;
}
.sheet-rolltemplate-rolls .inlinerollresult.fullfail,
.sheet-rolltemplate-rolls .inlinerollresult.fullcrit,
.sheet-rolltemplate-rolls .inlinerollresult.importantroll {
border: none;}
.sheet-rolltemplate-rolls .inlinerollresult.fullfail {color: $primary;}
.sheet-rolltemplate-rolls .inlinerollresult.fullcrit {color: $white;}
.sheet-rolltemplate-rolls .sheet-template-desc {font-size: 0.8em;}
.sheet-rolltemplate-rolls span.sheet-template-desc .inlinerollresult {font-size: 14px;}
@@ -0,0 +1,26 @@
@mixin repeatingInformation($endColumn, $longCollapseFlag) {
label[data-i18n-title='notes'],
h3[data-i18n='notes'],
div.sheet-collapse {
grid-column: 1 / #{$endColumn};
}
input.sheet-collapse-flag {
@if $longCollapseFlag {
grid-area: 1 / 1 / 1 / #{$endColumn - 1};
position: absolute;
width: 100%;
} @else {
grid-area: 1 / #{$endColumn - 2} / 1 / #{$endColumn - 1};
}
}
input.sheet-collapse-flag + span.sheet-pictos {
grid-area: 1 / #{$endColumn - 2} / 1 / #{$endColumn - 1};
}
input.sheet-settings-flag,
input.sheet-settings-flag + span.sheet-pictos {
grid-area: 1 / #{$endColumn - 1} / 1 / #{$endColumn};
}
}
@@ -0,0 +1,27 @@
//- Colors:
$primary: rgba(175,211,226,1);
$secondary: rgba(245,245,245,1);
$accent: #1e4583;
$lightgray: #9a9a9a;
$graytrans: rgba(28, 28, 28, 0.14902);
$grayshadow: #7c7c7c;
$blacker: #333;
$ccc: #cccccc;
//- GRAY IN ROLL TEMPLATE
$blackish: #1c1c1c;
//-(primaryly on the NPC sheet)
$gray: #555;
$white: #fff;
$tabs:'arms', 'augs', 'core', 'gear', 'options', 'social', 'magic', 'matrix', 'vehicle';
$characterTypes: 'npc', 'pc';
$specialCharacters: 'magic', 'resonance';
$npcTypes: 'grunt', 'host', 'sprite', 'vehicle';
$text-shadow: 1px 1px 2px $gray, 0 0 25px $white, 0 0 5px $white;
$text-shadow-dark: 1px 1px 2px black, 0 0 25px #1c1c1c, 0 0 5px #1c1c1c;
$text-shadow-red: 1px 1px 2px black, 0 0 25px $primary, 0 0 5px $accent;
$box-shadow: inset 0px 0px 3px 1px $grayshadow;
$box-shadow-red: inset 0px 0px 3px 1px $primary;
@@ -0,0 +1,158 @@
* {
box-sizing: border-box;
font-family: sans-serif;
}
button {
background-image: none;
font-size : 0.8em;
text-shadow : none;
&[type='roll'],
&[type='action'] {
font-size: 1em;
margin: 0px !important;
padding: 1px 2px;
border: {
bottom : 0.01em solid #666;
bottom-right-radius: 0.01em;
color : hsl(0, 0%, 70%);
radius : 0.25em !important;
right : 0.02em solid hsl(0, 0%, 20%);
style : outset;
}
&:hover,
&:focus,
&:active {
font-weight: bold;
background-color: $accent;
color: $white;
& > span {
color: $white;
}
}
&.sheet-pictos {
font-family: 'Pictos';
}
}
&:before {
display: none;
}
& > span {
display: block;
overflow: hidden;
text-overflow: ellipsis;
width: 100%;
}
}
div {
background-color: transparent;
}
fieldset {
background: transparent;
}
hr {
border: 0.5px solid #555;
}
label {
display: inline-block;
font-size: 0.9em;
margin-bottom: 0px;
padding-right: 5px;
text-transform: capitalize;
width: auto;}
input {
background-color: $graytrans;
color: $blacker;
border: none;
cursor: auto;
font-weight: normal;
margin: 0px;
text-align: center;
vertical-align: middle;
&[type='text'],
&[type='number'] {
height : 20px;
&:placeholder-shown {
border: 1px dotted $gray;
background-color: $graytrans;
color: white;
}
&:hover,
&:focus {
background-color: $primary;
color: $blackish;
}
}
&::-webkit-outer-spin-button,
&::-webkit-inner-spin-button {
-webkit-appearance: none;
margin: 0;
}
}
select {
border-radius: 2px;
border: 1px solid $blackish;
box-shadow: inset 0px 0px 3px 1px $grayshadow;
margin-bottom: 0px;
width: auto;
&.sheet-attribute-select {
option:nth-of-type(1n+5) { color: $accent }
option:nth-of-type(1n+9) { color: $accent; }
}
&.sheet-limit-select {
option:nth-of-type(1n+5) { color: $accent }
}
}
span {
white-space: pre-line;
word-break: break-word;
}
textarea {
border-radius: 2px;
border: 1px solid $blackish;
box-shadow: inset 0px 0px 3px 1px $grayshadow;
height: 50px;
overflow-wrap: break-word;
overflow: hidden;
resize: vertical;
vertical-align: top;
white-space: pre-line;}
.charsheet {
background: $primary;
background: linear-gradient(90deg, rgba($primary,1) 0%, rgba(245,245,245,1) 17%, rgba(255,255,255,1) 78%, rgba($primary,1) 100%);
width: 850px;
box-shadow: inset 0px 0px 3px 1px $grayshadow;
color: $blacker;
}
input[name='attr_stats_toggle'],
input[name='attr_stats_toggle'] + span {
position: relative;
}
input[name='attr_stats_toggle'] {
opacity: 0;
z-index: 2;
}
@@ -0,0 +1,9 @@
.sheet-red {
color: $accent
}
.sheet-eclipse {
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
@@ -0,0 +1,39 @@
%gridGap {
grid-column-gap: 1%;
grid-row-gap: 1%;
}
%settingsCheckboxes {
& + span { opacity: 0; }
&:checked + span { opacity: 1; }
&:checked ~ .sheet-settings {
display: inline-grid;
margin-bottom: 2%;
}
}
%parantheseNumbers {
vertical-align: middle;
&:before { content: '('; }
&:after { content: ')'; }
}
%toggleCheckbox,
input.sheet-toggle {
position: absolute;
opacity: 0;
z-index: 2;
}
%toggleRelative {
position: relative;
opacity: 0;
z-index: 2;
}
%borderBottom {
border-bottom: 1px solid #333;
}
@@ -0,0 +1,35 @@
.sheet-text-align-center,
.sheet-center {
text-align: center;
}
.sheet-text-capitalize {
text-transform: capitalize;
}
.sheet-text-left {
text-align: left;
}
.sheet-pictos {
font-family: 'Pictos';
}
.sheet-pictos-custom,
span.sheet-pictos-custom {
font-family: 'Pictos Custom';
}
span.sheet-pictos3 {
font-family: 'Pictos Three';
}
span.sheet-d6 {
font-family: 'dicefontd6';
}
.sheet-font-bold {
font-weight: bold;
}
@@ -0,0 +1,56 @@
/* The switch - the box around the slider */
.sheet-switch {
position: relative;
display: inline-block;
width: 50px;
height: 24px;
/* Hide default HTML checkbox */
& input {
opacity: 0;
width: 0;
height: 0;
}
}
/* The slider */
.sheet-slider {
-webkit-transition: .4s;
background-color: #ccc;
border-radius: 34px;
bottom: 0;
cursor: pointer;
left: 0;
position: absolute;
right: 0;
top: 0;
transition: .4s;
&:before {
-webkit-transition: .4s;
background-color: white;
border-radius: 50%;
bottom: 4px;
content: "";
height: 16px;
left: 4px;
position: absolute;
transition: .4s;
width: 16px;
}
}
input:checked + .sheet-slider {
background-color: $blackish;
}
input:focus + .sheet-slider {
box-shadow: 0 0 1px $blackish;
}
input:checked + .sheet-slider:before {
-webkit-transform: translateX(26px);
-ms-transform: translateX(26px);
transform: translateX(26px);
}
@@ -0,0 +1,41 @@
.sheet-tabs {
button {
&[type='action'] {
box-shadow: inset 0px 0px 3px 1px $grayshadow;
color: $white;
}
background-color: $blackish;
border-radius : 2px;
border : 1px solid #000;
font-size : 1em;
font-weight : bolder;
text-transform : capitalize;
padding : 5px;
&.sheet-pictos {
text-transform: lowercase;
}
&[type='roll'] {
background: none;
border: none;
font-family : 'dicefontd6';
font-size : 2.5em;
vertical-align: top;
&:hover {
text-shadow: 1px 1px 2px black, 0 0 25px $accent, 0 0 5px $grayshadow;
color: $white;
}
}
}
h2 {
font-size: 1em;
text-transform: capitalize;
text-align: right;
line-height: 2em;
margin-right: 5%;
}
}
@@ -0,0 +1,31 @@
.charsheet.lang-fr {}
.charsheet.lang-fr .sheet-tab-whisper,
.charsheet.lang-fr .sheet-tab-toggles {
margin-right: 2%;}
.charsheet.lang-fr .sheet-tabs input[type='checkbox']:nth-of-type(2) {
width: 11%;}
.charsheet.lang-fr .sheet-tab-col input[type='radio'] {
width: 4.5%;}
.charsheet.lang-fr .sheet-tab-col input[type='radio']:nth-of-type(4),
.charsheet.lang-fr .sheet-tab-col input[type='radio']:nth-of-type(5),
.charsheet.lang-fr .sheet-tab-col input[type='radio']:nth-of-type(6),
.charsheet.lang-fr .sheet-tab-col input[type='radio']:nth-of-type(7) {
width: 6%;}
.charsheet.lang-fr .sheet-tab-whisper input[type='radio'],
.charsheet.lang-fr .sheet-tab-col input[type='radio']:nth-of-type(8),
.charsheet.lang-fr .sheet-tab-toggles input[type='checkbox']:nth-of-type(1) {
width: 8%;}
.charsheet.lang-fr .sheet-tab-col input[type='radio']:nth-of-type(9) {
width: 2.5%;}
.charsheet.lang-fr .sheet-pd-meta input[type='text'] {
width: 30%;}
.charsheet.lang-fr .sheet-skill-box h3:first-child {
margin-right: 51%;
width: 20%;}
+403
View File
@@ -0,0 +1,403 @@
{
"a": "A",
"accel": "Accel",
"acceleration": "Acceleration",
"Acid": "Acid",
"Acid Protection": "Acid Protection",
"active": "Active",
"aeronauticsmechanic": "Aeronautics Mechanic",
"age": "Age",
"agility": "Agility",
"ammo": "Ammo",
"ap": "AP",
"arcana": "Arcana",
"archery": "Archery",
"armor": "Armor",
"armorer": "Armorer",
"armorrating": "Armor Rating",
"arms": "Arms",
"artisan": "Artisan",
"assensing": "Assensing",
"astralcombat": "Astral Combat",
"astralini": "Astral Ini",
"astralinitiative": "Astral Initiative",
"athleticsgroup": "Athletics Group",
"attack": "Attack",
"attribute": "Attribute",
"attributearray": "Attribute Array",
"attributes": "Attributes",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatics",
"automotivemechanic": "Automotive Mechanic",
"awakened": "Awakened",
"b": "B",
"banishing": "Banishing",
"base": "Base",
"baseslider": "Base slider",
"bf": "BF",
"binding": "Binding",
"biotechgroup": "Biotech Group",
"blades": "Blades",
"body": "Body",
"bonuses": "Bonuses",
"c": "C",
"character": "Character",
"charisma": "Charisma",
"chemistry": "Chemistry",
"close": "Close",
"closecombatgroup": "Close Combat Group",
"clubs": "Clubs",
"Cold": "Cold",
"Cold Protection": "Cold Protection",
"combat": "Combat",
"combatskill": "Combat Skill",
"combatskills": "Combat Skills",
"combattype": "Combat Type",
"compiling": "Compiling",
"complex form": "Complex Form",
"composure": "Composure",
"computer": "Computer",
"con": "Con",
"conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.",
"conditionmonitor": "Condition Monitor",
"conditionmonitorm": "Condition Monitor (M)",
"conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ",
"conditionmonitorpm": "Condition Monitor (P/M)",
"conditionmonitorps": "Condition Monitor (P/S)",
"conjuring": "Conjuring",
"conjuringgroup": "Conjuring Group",
"connection": "Connection",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"core": "Core",
"corecombatinfo": "Core Combat Info",
"counterspelling": "Counterspelling",
"crackinggroup": "Cracking Group",
"cybercombat": "Cybercombat",
"cyberdeck": "Cyberdeck",
"Commlinks": "Commlinks",
"cybertechnology": "Cybertechnology",
"d6": "d6",
"dam": "Dam",
"damage": "Damage",
"damagetype": "Combat Damage",
"data_processing": "Data Processing",
"dataproc": "Data Proc.",
"decompiling": "Decompiling",
"default": "Default a skill",
"defense": "Defense",
"defense attribute": "Defense Attribute",
"defense matrix attribute": "Defense Matrix Attribute",
"demolitions": "Demolitions",
"detection": "Detection",
"device": "Device",
"devicerating": "Device Rating",
"dice": "Dice",
"direct": "Direct",
"disguise": "Disguise",
"diving": "Diving",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Duration",
"e": "E",
"echos": "Echos",
"edge": "Edge",
"Elec": "Elec.",
"Electrical Protection": "Electrical Protection",
"electronicsgroup": "Electronics Group",
"electronicwarfare": "Electronic Warfare",
"emerged": "Emerged",
"escapeartist": "Escape Artist",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnicity",
"etiquette": "Etiquette",
"exoticmelee": "Exotic Melee",
"exoticnote": "Exotic weapons are not linked to a skill. Use Modifier input to set dicepool",
"exoticrange": "Exotic Range",
"extended": "Extended",
"f": "F",
"fa": "FA",
"fade": "Fade",
"fadevalue": "Fade Value",
"fakeid": "Fake ID",
"fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses",
"far": "Far",
"favor": "Favor",
"file": "File",
"Fire": "Fire",
"firearmsgroup": "Firearms Group",
"Fire Protection": "Fire Protection",
"firewall": "Firewall",
"firstaid": "First Aid",
"flight": "Flight",
"forgery": "Forgery",
"parachuting": "Parachuting",
"funds": "Funds",
"gear": "Gear",
"gm": "To GM",
"gm-whisper": "Whisper Roll to GM",
"/w GM": "/w GM",
"grunt": "Grunt",
"gunnery": "Gunnery",
"gymnastics": "Gymnastics",
"hacking": "Hacking",
"hand": "Hand",
"handling": "Handling",
"handoff": "Hand (Off)",
"hardware": "Hardware",
"health": "Health",
"heavyweapons": "Heavy Weapons",
"height-u": "Height",
"host": "Host",
"host_rating": "Host Rating",
"i": "I",
"ic": "IC",
"idslifestylecurrency": "IDs/Lifestyles/Currency",
"illusion": "Illusion",
"indirect": "Indirect",
"industrialmechanic": "Industrial Mechanic",
"influencegroup": "Influence Group",
"initiate": "Initiate",
"initiative": "Initiative",
"initiativedice": "Initiative Dice",
"instant": "Instant",
"instruction": "Instruction",
"intimidation": "Intimidation",
"intrusioncountermeasures": "Intrusion Countermeasures",
"intuition": "Intuition",
"item": "Item",
"judgeintentions": "Judge Intentions",
"karma": "Karma",
"know": "Know..",
"knowledgeskills": "Knowledge Skills",
"l": "L",
"lang": "Lang..",
"languageskills": "Language Skills",
"leadership": "Leadership",
"level": "Level",
"licenses": "Licenses",
"liftcarry": "Lift & Carry",
"locksmith": "Locksmith",
"logic": "Logic",
"longarms": "Longarms",
"los": "LOS",
"los (a)": "LOS (A)",
"loyalty": "Loyalty",
"m": "M",
"magic": "Magic",
"magicalskill": "Magical Skill",
"magicalskills": "Magical Skills",
"magicres": "Magic/Resonance",
"mana": "Mana",
"manipulation": "Manipulation",
"martialarts": "Martial Arts",
"matrix": "Matrix",
"matrixdevice": "Matrix Device",
"matrixinit": "Matrix Ini",
"matrixinitiative": "Matrix Initiative",
"matrixsoak": "Matrix Soak",
"medicine": "Medicine",
"melee": "Melee",
"memory": "Memory",
"mental": "Mental",
"metamagic": "Metamagic",
"metatype": "Metatype",
"misc": "Misc",
"mode": "Mode",
"model": "Model",
"modeoptions": "Mode Options",
"modes": "Modes",
"modifications": "Modifications",
"modifier": "Modifier",
"modifierdice": "Modifier Dice",
"modifiers": "Modifiers",
"movement": "Movement",
"mundane": "Mundane",
"n": "N",
"name": "Name",
"namealias": "NAME/PRIMARY ALIAS",
"nauticalmechanic": "Nautical Mechanic",
"navigation": "Navigation",
"near": "Near",
"negotiation": "Negotiation",
"none": "None",
"notes": "Notes",
"notoriety": "Notoriety",
"nuyen": "Nuyen",
"options": "Options",
"other": "Other",
"outdoorsgroup": "Outdoors Group",
"overflow": "Overflow",
"overflowmodifier": "Overflow Modifier",
"p": "P",
"high pain tolerance":"high pain tolerance",
"low pain tolerance":"low pain tolerance",
"damage compensators": "Damage Compensators (P/S): ",
"paintolerance": "Pain Tolerance",
"palming": "Palming",
"pc": "PC",
"perception": "Perception",
"permanent": "Permanent",
"persona": "Persona",
"personal": "Personal Data",
"physical": "Physical",
"physicalbonus": "Physical Bonus",
"physicaldamagetrack": "Physical Damage Track",
"physicalskills": "Physical Skills",
"pilot": "pilot",
"pilotaerospace": "Pilot Aerospace",
"pilotaircraft": "Pilot Aircraft",
"pilotexoticvehicle": "Pilot Exotic Vehicle",
"pilotgroundcraft": "Pilot Ground Craft",
"pilotwatercraft": "Pilot Watercraft",
"pistols": "Pistols",
"player": "Player",
"plot": "Plot",
"power": "Power",
"powers": "Powers",
"pr": "Professional Rating",
"prep":"Prep...",
"primary": "Primary",
"primaryarmor": "Primary Armor",
"primarylifestyle": "Primary Lifestyle",
"primarymeleeweapon": "Primary Melee Weapon",
"primaryrangedweapon": "Primary Ranged Weapon",
"programs": "Programs",
"projectileweapons": "Projectile Weapons",
"public": "Public",
"publicawareness": "Public Awereness",
"qualities": "Qualities",
"quality": "Quality",
"quantity": "Quantity",
"r": "R",
"Radi": "Radi.",
"Radiation Protection": "Radiation Protection",
"range": "Range",
"ranged": "Ranged",
"rating": "Rating",
"ratingmodifier": "Rating Modifier",
"rc": "RC",
"reach": "Reach",
"reaction": "Reaction",
"recoil": "Recoil",
"registering": "Registering",
"relatedlifestyle": "Related Lifestyles",
"resonance": "Resonance",
"resonanceskills": "Resonance Skills",
"rituals": "Rituals",
"ritualspellcasting": "Ritual Spellcasting",
"rtg": "RTG",
"running": "Running",
"s": "S",
"sa": "SA",
"seat": "Seat",
"self": "Self",
"sensor": "Sensor",
"sex": "Sex",
"shadowamps": "Shadow Amps",
"sheetdescription": "Set the default sheet type.",
"sheetselect": "Sheet Select",
"sheettype": "Sheet Type",
"skill": "Skill",
"skills": "Skills",
"soak": "Soak",
"social": "Social",
"socialskills": "Social Skills",
"software": "Software",
"sorcery": "Sorcery",
"sorcerygroup": "Sorcery Group",
"special": "Special",
"specialization": "Specialization",
"speed": "Speed",
"speedoff": "Speed (Off)",
"spellcasting": "Spellcasting",
"category": "Category",
"spells": "Spells",
"sprite": "Sprite",
"ss": "SS",
"stealthgroup": "Stealth Group",
"streetcred": "Street Cred",
"strength": "Strength",
"stun": "Stun",
"stunbonus": "Stun Bonus",
"stundamagetrack": "Stun Damage Track",
"style": "Style",
"submersion": "Submersion",
"summoning": "Summoning",
"survival": "Survival",
"sustained": "Sustained",
"swimming": "Swimming",
"t": "T",
"t (a)": "T (A)",
"target": "Target",
"taskinggroup": "Tasking Group",
"technicalskills": "Technical Skills",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Temporary Modifiers",
"throwingweapons": "Throwing Weapons",
"topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"total": "Total",
"totalkarma": "Total Karma",
"tracking": "Tracking",
"type": "Type",
"unarmedcombat": "Unarmed Combat",
"vehicle": "Vehicle",
"vehicleskills": "Vehicle Skills",
"vehicleweapons": "Vehicle Weapons",
"w": "W",
"weakness": "Weakness",
"weapon": "Weapon",
"weapons": "Weapons",
"weight": "Weight",
"whisper": "Whisper",
"whisperdescription": "Set the default for rolling in public or to gm.",
"willpower": "Willpower",
"wounds": "Wounds",
"cancel": "Cancel",
"next": "Next",
"back": "Back",
"import": "Import",
"importer": "Importer",
"importecharacter": "Import Character",
"apply": "Apply",
"importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked."
,"character name":"character name"
,"player name":"player name"
,"walk modifier": "walk modifier"
,"run modifier": "run modifier"
,"movement modifier": "movement modifier"
,"preperations": "preperations"
,"force": "force"
,"potency": "potency"
,"trigger": "trigger"
,"command": "command"
,"contact": "contact"
,"time":"time"
,"adeptpowers": "Adept Powers or Other Abilities"
,"whisper rolls to gm":"whisper rolls to gm"
,"dodge":"Dodge"
,"climbing":"Climbing"
,"infiltration":"Infiltration"
,"shadowing":"Shadowing"
,"enchanting":"Enchanting"
,"mechanicalgroup":"Mechanical Group"
,"datasearch":"Data Search"
,"pilotanthroform":"Pilot Anthroform"
,"freefall": "Freefall"
,"Initiative Passes":"Initiative Passes"
,"ballistic":"Ballistic"
,"impact":"Impact"
,"Laser Protection":"Laser Protection"
,"Gause Round Armor": "Gause Round Armor"
,"Gause":"Gause"
,"Laser":"Laser"
,"Falling Protection": "Falling Protection"
,"system":"system"
,"os":"os"
,"response":"response"
,"signal":"signal"
}
+402
View File
@@ -0,0 +1,402 @@
{
"a": "A",
"accel": "Accel",
"acceleration": "Acceleration",
"acid": "Acid",
"Acid Protection": "Acid Protection",
"actinggroup": "Acting Group",
"active": "Active",
"aeronauticsmechanic": "Aeronautics Mechanic",
"age": "Age",
"agility": "Agility",
"alchemy": "Alchemy",
"ammo": "Ammo",
"animalhandling": "Animal Handling",
"ap": "AP",
"arcana": "Arcana",
"archery": "Archery",
"armor": "Armor",
"armorer": "Armorer",
"armorrating": "Armor Rating",
"arms": "Arms",
"artisan": "Artisan",
"assensing": "Assensing",
"astralcombat": "Astral Combat",
"astralini": "Astral Ini",
"astralinitiative": "Astral Initiative",
"athleticsgroup": "Athletics Group",
"attack": "Attack",
"attribute": "Attribute",
"attributearray": "Attribute Array",
"attributes": "Attributes",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatics",
"automotivemechanic": "Automotive Mechanic",
"awakened": "Awakened",
"b": "B",
"banishing": "Banishing",
"base": "Base",
"baseslider": "Base slider",
"bf": "BF",
"binding": "Binding",
"biotechgroup": "Biotech Group",
"biotechnology": "Biotechnology",
"blades": "Blades",
"body": "Body",
"bonuses": "Bonuses",
"c": "C",
"character": "Character",
"charisma": "Charisma",
"chemistry": "Chemistry",
"close": "Close",
"closecombatgroup": "Close Combat Group",
"clubs": "Clubs",
"cold": "Cold",
"Cold Protection": "Cold Protection",
"combat": "Combat",
"combatskill": "Combat Skill",
"combatskills": "Combat Skills",
"combattype": "Combat Type",
"compiling": "Compiling",
"complex form": "Complex Form",
"composure": "Composure",
"computer": "Computer",
"con": "Con",
"conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.",
"conditionmonitor": "Condition Monitor",
"conditionmonitorm": "Condition Monitor (M)",
"conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ",
"conditionmonitorpm": "Condition Monitor (P/M)",
"conditionmonitorps": "Condition Monitor (P/S)",
"conjuring": "Conjuring",
"conjuringgroup": "Conjuring Group",
"connection": "Connection",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"core": "Core",
"corecombatinfo": "Core Combat Info",
"counterspelling": "Counterspelling",
"crackinggroup": "Cracking Group",
"cybercombat": "Cybercombat",
"cybertechnology": "Cybertechnology",
"d6": "d6",
"dam": "Dam",
"damage": "Damage",
"damagetype": "Combat Damage",
"dataproc": "Data Proc.",
"decompiling": "Decompiling",
"default": "Default a skill",
"defense": "Defense",
"defense attribute": "Defense Attribute",
"defense matrix attribute": "Defense Matrix Attribute",
"demolitions": "Demolitions",
"detection": "Detection",
"device": "Device",
"devicerating": "Device Rating",
"dice": "Dice",
"direct": "Direct",
"disenchanting": "Disenchanting",
"disguise": "Disguise",
"diving": "Diving",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Duration",
"e": "E",
"echos": "Echos",
"edge": "Edge",
"elec": "Elec.",
"Electrical Protection": "Electrical Protection",
"Electronics Group": "Electronics Group",
"electronicwarfare": "Electronic Warfare",
"emerged": "Emerged",
"enchantinggroup": "Enchanting Group",
"engineeringgroup": "Engineering Group",
"escapeartist": "Escape Artist",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnicity",
"etiquette": "Etiquette",
"exoticmelee": "Exotic Melee",
"exoticnote": "Exotics are not linked to skills. Use modifier Dice input to set skill dice.",
"exoticrange": "Exotic Range",
"extended": "Extended",
"f": "F",
"fa": "FA",
"fade": "Fade",
"fadevalue": "Fade Value",
"fakeid": "Fake ID",
"fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses",
"far": "Far",
"favor": "Favor",
"file": "File",
"fire": "Fire",
"firearmsgroup": "Firearms Group",
"Fire Protection": "Fire Protection",
"firewall": "Firewall",
"firstaid": "First Aid",
"flight": "Flight",
"forgery": "Forgery",
"freefall": "Free Fall",
"funds": "Funds",
"gear": "Gear",
"gm": "To GM",
"gm-whisper": "Whisper Roll to GM",
"/w GM": "/w GM",
"grunt": "Grunt",
"gunnery": "Gunnery",
"gymnastics": "Gymnastics",
"hacking": "Hacking",
"hand": "Hand",
"handling": "Handling",
"handoff": "Hand (Off)",
"hardware": "Hardware",
"health": "Health",
"heavyweapons": "Heavy Weapons",
"height-u": "Height",
"host": "Host",
"host_rating": "Host Rating",
"i": "I",
"ic": "IC",
"ic limit": "IC Limit",
"idslifestylecurrency": "IDs/Lifestyles/Currency",
"illusion": "Illusion",
"impersonation": "Impersonation",
"indirect": "Indirect",
"industrialmechanic": "Industrial Mechanic",
"influencegroup": "Influence Group",
"initiate": "Initiate",
"initiative": "Initiative",
"initiativedice": "Initiative Dice",
"instant": "Instant",
"instruction": "Instruction",
"intimidation": "Intimidation",
"intrusioncountermeasures": "Intrusion Countermeasures",
"intuition": "Intuition",
"item": "Item",
"judgeintentions": "Judge Intentions",
"karma": "Karma",
"know": "Know..",
"knowledgeskills": "Knowledge Skills",
"l": "L",
"lang": "Lang..",
"languageskills": "Language Skills",
"leadership": "Leadership",
"level": "Level",
"licenses": "Licenses",
"liftcarry": "Lift & Carry",
"limit": "Limit",
"limits": "Limits",
"locksmith": "Locksmith",
"logic": "Logic",
"longarms": "Longarms",
"los": "LOS",
"los (a)": "LOS (A)",
"loyalty": "Loyalty",
"m": "M",
"magic": "Magic",
"magicalskill": "Magical Skill",
"magicalskills": "Magical Skills",
"magicres": "Magic/Resonance",
"mana": "Mana",
"manipulation": "Manipulation",
"martialarts": "Martial Arts",
"matrix": "Matrix",
"matrixdevice": "Matrix Device",
"matrixinit": "Matrix Ini",
"matrixinitiative": "Matrix Initiative",
"matrixsoak": "Matrix Soak",
"medicine": "Medicine",
"melee": "Melee",
"memory": "Memory",
"mental": "Mental",
"mental_limit": "Mental Limit",
"mentallimit": "Mental Limit:",
"metamagic": "Metamagic",
"metatype": "Metatype",
"misc": "Misc",
"mode": "Mode",
"model": "Model",
"modeoptions": "Mode Options",
"modes": "Modes",
"modifications": "Modifications",
"modifier": "Modifier",
"modifierdice": "Modifier Dice",
"modifiers": "Modifiers",
"movement": "Movement",
"mundane": "Mundane",
"n": "N",
"name": "Name",
"namealias": "NAME/PRIMARY ALIAS",
"nauticalmechanic": "Nautical Mechanic",
"navigation": "Navigation",
"near": "Near",
"negotiation": "Negotiation",
"none": "None",
"notes": "Notes",
"notoriety": "Notoriety",
"nuyen": "Nuyen",
"options": "Options",
"other": "Other",
"outdoorsgroup": "Outdoors Group",
"overflow": "Overflow",
"overflowmodifier": "Overflow Modifier",
"p": "P",
"high pain tolerance": "high pain tolerance",
"low pain tolerance": "low pain tolerance",
"damage compensators": "Damage Compensators (P/S): ",
"paintolerance": "Pain Tolerance",
"palming": "Palming",
"pc": "PC",
"perception": "Perception",
"performance": "Performance",
"permanent": "Permanent",
"persona": "Persona",
"personal": "Personal Data",
"physical": "Physical",
"physical_limit": "Physical Limit",
"physicalbonus": "Physical Bonus",
"physicaldamagetrack": "Physical Damage Track",
"physicallimit": "Physical Limit:",
"physicalskills": "Physical Skills",
"pilot": "pilot",
"pilotaerospace": "Pilot Aerospace",
"pilotaircraft": "Pilot Aircraft",
"pilotexoticvehicle": "Pilot Exotic Vehicle",
"pilotgroundcraft": "Pilot Ground Craft",
"pilotwalker": "Pilot Walker",
"pilotwatercraft": "Pilot Watercraft",
"pistols": "Pistols",
"player": "Player",
"plot": "Plot",
"power": "Power",
"powers": "Powers",
"pr": "Professional Rating",
"prep": "Prep...",
"primary": "Primary",
"primaryarmor": "Primary Armor",
"primarylifestyle": "Primary Lifestyle",
"primarymeleeweapon": "Primary Melee Weapon",
"primaryrangedweapon": "Primary Ranged Weapon",
"programs": "Programs",
"projectileweapons": "Projectile Weapons",
"public": "Public",
"publicawareness": "Public Awereness",
"qualities": "Qualities",
"quality": "Quality",
"quantity": "Quantity",
"r": "R",
"radi": "Radi.",
"Radiation Protection": "Radiation Protection",
"range": "Range",
"ranged": "Ranged",
"rating": "Rating",
"ratingmodifier": "Rating Modifier",
"rc": "RC",
"reach": "Reach",
"reaction": "Reaction",
"recoil": "Recoil",
"registering": "Registering",
"relatedlifestyle": "Related Lifestyles",
"resonance": "Resonance",
"resonanceskills": "Resonance Skills",
"rituals": "Rituals",
"ritualspellcasting": "Ritual Spellcasting",
"rtg": "RTG",
"running": "Running",
"s": "S",
"sa": "SA",
"seat": "Seat",
"self": "Self",
"sensor": "Sensor",
"sex": "Sex",
"shadowamps": "Shadow Amps",
"sheetdescription": "Set the default sheet type.",
"sheetselect": "Sheet Select",
"sheettype": "Sheet Type",
"skill": "Skill",
"skills": "Skills",
"sneaking": "Sneaking",
"soak": "Soak",
"social": "Social",
"social_limit": "Social Limit",
"sociallimit": "Social Limit: ",
"socialskills": "Social Skills",
"software": "Software",
"sorcery": "Sorcery",
"sorcerygroup": "Sorcery Group",
"special": "Special",
"specialization": "Specialization",
"speed": "Speed",
"speedoff": "Speed (Off)",
"spellcasting": "Spellcasting",
"category": "Category",
"spells": "Spells",
"sprite": "Sprite",
"ss": "SS",
"stealthgroup": "Stealth Group",
"streetcred": "Street Cred",
"strength": "Strength",
"stun": "Stun",
"stunbonus": "Stun Bonus",
"stundamagetrack": "Stun Damage Track",
"style": "Style",
"submersion": "Submersion",
"summoning": "Summoning",
"survival": "Survival",
"sustained": "Sustained",
"swimming": "Swimming",
"t": "T",
"t (a)": "T (A)",
"target": "Target",
"taskinggroup": "Tasking Group",
"technicalskills": "Technical Skills",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Temporary Modifiers",
"throwingweapons": "Throwing Weapons",
"topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"total": "Total",
"totalkarma": "Total Karma",
"tracking": "Tracking",
"type": "Type",
"unarmedcombat": "Unarmed Combat",
"vehicle": "Vehicle",
"vehicleskills": "Vehicle Skills",
"vehicleweapons": "Vehicle Weapons",
"w": "W",
"weakness": "Weakness",
"weapon": "Weapon",
"weapons": "Weapons",
"weight": "Weight",
"whisper": "Whisper",
"whisperdescription": "Set the default for rolling in public or to gm.",
"willpower": "Willpower",
"wounds": "Wounds",
"cancel": "Cancel",
"next": "Next",
"back": "Back",
"import": "Import",
"importer": "Importer",
"importecharacter": "Import Character",
"apply": "Apply",
"importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.",
"character name": "character name",
"player name": "player name",
"walk modifier": "walk modifier",
"run modifier": "run modifier",
"movement modifier": "movement modifier",
"preperations": "preperations",
"force": "force",
"potency": "potency",
"trigger": "trigger",
"command": "command",
"contact": "contact",
"time": "time",
"adeptpowers": "Adept Powers or Other Abilities",
"whisper rolls to gm": "whisper rolls to gm"
}
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{
"a": "A",
"accel": "Accel",
"acceleration": "Acceleration",
"acid": "Acid",
"Acid Protection": "Acid Protection",
"actinggroup": "Acting Group",
"active": "Active",
"aeronauticsmechanic": "Aeronautics Mechanic",
"age": "Age",
"agility": "Agility",
"alchemy": "Alchemy",
"ammo": "Ammo",
"animalhandling": "Animal Handling",
"ap": "AP",
"arcana": "Arcana",
"archery": "Archery",
"armor": "Armor",
"armorer": "Armorer",
"armorrating": "Armor Rating",
"arms": "Arms",
"artisan": "Artisan",
"assensing": "Assensing",
"astralcombat": "Astral Combat",
"astralini": "Astral Ini",
"astralinitiative": "Astral Initiative",
"athleticsgroup": "Athletics Group",
"attack": "Attack",
"attribute": "Attribute",
"attributearray": "Attribute Array",
"attributes": "Attributes",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatics",
"automotivemechanic": "Automotive Mechanic",
"awakened": "Awakened",
"b": "B",
"banishing": "Banishing",
"base": "Base",
"baseslider": "Base slider",
"bf": "BF",
"binding": "Binding",
"biotechgroup": "Biotech Group",
"biotechnology": "Biotechnology",
"blades": "Blades",
"body": "Body",
"bonuses": "Bonuses",
"c": "C",
"character": "Character",
"charisma": "Charisma",
"chemistry": "Chemistry",
"close": "Close",
"closecombatgroup": "Close Combat Group",
"clubs": "Clubs",
"cold": "Cold",
"Cold Protection": "Cold Protection",
"combat": "Combat",
"combatskill": "Combat Skill",
"combatskills": "Combat Skills",
"combattype": "Combat Type",
"compiling": "Compiling",
"complex form": "Complex Form",
"composure": "Composure",
"computer": "Computer",
"con": "Con",
"conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.",
"conditionmonitor": "Condition Monitor",
"conditionmonitorm": "Condition Monitor (M)",
"conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ",
"conditionmonitorpm": "Condition Monitor (P/M)",
"conditionmonitorps": "Condition Monitor (P/S)",
"conjuring": "Conjuring",
"conjuringgroup": "Conjuring Group",
"connection": "Connection",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"core": "Core",
"corecombatinfo": "Core Combat Info",
"counterspelling": "Counterspelling",
"crackinggroup": "Cracking Group",
"cybercombat": "Cybercombat",
"cybertechnology": "Cybertechnology",
"d6": "d6",
"dam": "Dam",
"damage": "Damage",
"damagetype": "Combat Damage",
"dataproc": "Data Proc.",
"decompiling": "Decompiling",
"default": "Default a skill",
"defense": "Defense",
"defense attribute": "Defense Attribute",
"defense matrix attribute": "Defense Matrix Attribute",
"demolitions": "Demolitions",
"detection": "Detection",
"device": "Device",
"devicerating": "Device Rating",
"dice": "Dice",
"direct": "Direct",
"disenchanting": "Disenchanting",
"disguise": "Disguise",
"diving": "Diving",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Duration",
"e": "E",
"echos": "Echos",
"edge": "Edge",
"elec": "Elec.",
"Electrical Protection": "Electrical Protection",
"Electronics Group": "Electronics Group",
"electronicwarfare": "Electronic Warfare",
"emerged": "Emerged",
"enchantinggroup": "Enchanting Group",
"engineeringgroup": "Engineering Group",
"escapeartist": "Escape Artist",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnicity",
"etiquette": "Etiquette",
"exoticmelee": "Exotic Melee",
"exoticnote": "Exotics are not linked to skills. Use modifier Dice input to set skill dice.",
"exoticrange": "Exotic Range",
"extended": "Extended",
"f": "F",
"fa": "FA",
"fade": "Fade",
"fadevalue": "Fade Value",
"fakeid": "Fake ID",
"fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses",
"far": "Far",
"favor": "Favor",
"file": "File",
"fire": "Fire",
"firearmsgroup": "Firearms Group",
"Fire Protection": "Fire Protection",
"firewall": "Firewall",
"firstaid": "First Aid",
"flight": "Flight",
"forgery": "Forgery",
"freefall": "Free Fall",
"funds": "Funds",
"gear": "Gear",
"gm": "To GM",
"gm-whisper": "Whisper Roll to GM",
"/w GM": "/w GM",
"grunt": "Grunt",
"gunnery": "Gunnery",
"gymnastics": "Gymnastics",
"hacking": "Hacking",
"hand": "Hand",
"handling": "Handling",
"handoff": "Hand (Off)",
"hardware": "Hardware",
"health": "Health",
"heavyweapons": "Heavy Weapons",
"height-u": "Height",
"host": "Host",
"host_rating": "Host Rating",
"i": "I",
"ic": "IC",
"ic limit": "IC Limit",
"idslifestylecurrency": "IDs/Lifestyles/Currency",
"illusion": "Illusion",
"impersonation": "Impersonation",
"indirect": "Indirect",
"industrialmechanic": "Industrial Mechanic",
"influencegroup": "Influence Group",
"initiate": "Initiate",
"initiative": "Initiative",
"initiativedice": "Initiative Dice",
"instant": "Instant",
"instruction": "Instruction",
"intimidation": "Intimidation",
"intrusioncountermeasures": "Intrusion Countermeasures",
"intuition": "Intuition",
"item": "Item",
"judgeintentions": "Judge Intentions",
"karma": "Karma",
"know": "Know..",
"knowledgeskills": "Knowledge Skills",
"l": "L",
"lang": "Lang..",
"languageskills": "Language Skills",
"leadership": "Leadership",
"level": "Level",
"licenses": "Licenses",
"liftcarry": "Lift & Carry",
"limit": "Limit",
"limits": "Limits",
"locksmith": "Locksmith",
"logic": "Logic",
"longarms": "Longarms",
"los": "LOS",
"los (a)": "LOS (A)",
"loyalty": "Loyalty",
"m": "M",
"magic": "Magic",
"magicalskill": "Magical Skill",
"magicalskills": "Magical Skills",
"magicres": "Magic/Resonance",
"mana": "Mana",
"manipulation": "Manipulation",
"martialarts": "Martial Arts",
"matrix": "Matrix",
"matrixdevice": "Matrix Device",
"matrixinit": "Matrix Ini",
"matrixinitiative": "Matrix Initiative",
"matrixsoak": "Matrix Soak",
"medicine": "Medicine",
"melee": "Melee",
"memory": "Memory",
"mental": "Mental",
"mental_limit": "Mental Limit",
"mentallimit": "Mental Limit:",
"metamagic": "Metamagic",
"metatype": "Metatype",
"misc": "Misc",
"mode": "Mode",
"model": "Model",
"modeoptions": "Mode Options",
"modes": "Modes",
"modifications": "Modifications",
"modifier": "Modifier",
"modifierdice": "Modifier Dice",
"modifiers": "Modifiers",
"movement": "Movement",
"mundane": "Mundane",
"n": "N",
"name": "Name",
"namealias": "NAME/PRIMARY ALIAS",
"nauticalmechanic": "Nautical Mechanic",
"navigation": "Navigation",
"near": "Near",
"negotiation": "Negotiation",
"none": "None",
"notes": "Notes",
"notoriety": "Notoriety",
"nuyen": "Nuyen",
"options": "Options",
"other": "Other",
"outdoorsgroup": "Outdoors Group",
"overflow": "Overflow",
"overflowmodifier": "Overflow Modifier",
"p": "P",
"high pain tolerance": "high pain tolerance",
"low pain tolerance": "low pain tolerance",
"damage compensators": "Damage Compensators (P/S): ",
"paintolerance": "Pain Tolerance",
"palming": "Palming",
"pc": "PC",
"perception": "Perception",
"performance": "Performance",
"permanent": "Permanent",
"persona": "Persona",
"personal": "Personal Data",
"physical": "Physical",
"physical_limit": "Physical Limit",
"physicalbonus": "Physical Bonus",
"physicaldamagetrack": "Physical Damage Track",
"physicallimit": "Physical Limit:",
"physicalskills": "Physical Skills",
"pilot": "pilot",
"pilotaerospace": "Pilot Aerospace",
"pilotaircraft": "Pilot Aircraft",
"pilotexoticvehicle": "Pilot Exotic Vehicle",
"pilotgroundcraft": "Pilot Ground Craft",
"pilotwalker": "Pilot Walker",
"pilotwatercraft": "Pilot Watercraft",
"pistols": "Pistols",
"player": "Player",
"plot": "Plot",
"power": "Power",
"powers": "Powers",
"pr": "Professional Rating",
"prep": "Prep...",
"primary": "Primary",
"primaryarmor": "Primary Armor",
"primarylifestyle": "Primary Lifestyle",
"primarymeleeweapon": "Primary Melee Weapon",
"primaryrangedweapon": "Primary Ranged Weapon",
"programs": "Programs",
"projectileweapons": "Projectile Weapons",
"public": "Public",
"publicawareness": "Public Awereness",
"qualities": "Qualities",
"quality": "Quality",
"quantity": "Quantity",
"r": "R",
"radi": "Radi.",
"Radiation Protection": "Radiation Protection",
"range": "Range",
"ranged": "Ranged",
"rating": "Rating",
"ratingmodifier": "Rating Modifier",
"rc": "RC",
"reach": "Reach",
"reaction": "Reaction",
"recoil": "Recoil",
"registering": "Registering",
"relatedlifestyle": "Related Lifestyles",
"resonance": "Resonance",
"resonanceskills": "Resonance Skills",
"rituals": "Rituals",
"ritualspellcasting": "Ritual Spellcasting",
"rtg": "RTG",
"running": "Running",
"s": "S",
"sa": "SA",
"seat": "Seat",
"self": "Self",
"sensor": "Sensor",
"sex": "Sex",
"shadowamps": "Shadow Amps",
"sheetdescription": "Set the default sheet type.",
"sheetselect": "Sheet Select",
"sheettype": "Sheet Type",
"skill": "Skill",
"skills": "Skills",
"sneaking": "Sneaking",
"soak": "Soak",
"social": "Social",
"social_limit": "Social Limit",
"sociallimit": "Social Limit: ",
"socialskills": "Social Skills",
"software": "Software",
"sorcery": "Sorcery",
"sorcerygroup": "Sorcery Group",
"special": "Special",
"specialization": "Specialization",
"speed": "Speed",
"speedoff": "Speed (Off)",
"spellcasting": "Spellcasting",
"category": "Category",
"spells": "Spells",
"sprite": "Sprite",
"ss": "SS",
"stealthgroup": "Stealth Group",
"streetcred": "Street Cred",
"strength": "Strength",
"stun": "Stun",
"stunbonus": "Stun Bonus",
"stundamagetrack": "Stun Damage Track",
"style": "Style",
"submersion": "Submersion",
"summoning": "Summoning",
"survival": "Survival",
"sustained": "Sustained",
"swimming": "Swimming",
"t": "T",
"t (a)": "T (A)",
"target": "Target",
"taskinggroup": "Tasking Group",
"technicalskills": "Technical Skills",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Temporary Modifiers",
"throwingweapons": "Throwing Weapons",
"topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"total": "Total",
"totalkarma": "Total Karma",
"tracking": "Tracking",
"type": "Type",
"unarmedcombat": "Unarmed Combat",
"vehicle": "Vehicle",
"vehicleskills": "Vehicle Skills",
"vehicleweapons": "Vehicle Weapons",
"w": "W",
"weakness": "Weakness",
"weapon": "Weapon",
"weapons": "Weapons",
"weight": "Weight",
"whisper": "Whisper",
"whisperdescription": "Set the default for rolling in public or to gm.",
"willpower": "Willpower",
"wounds": "Wounds",
"cancel": "Cancel",
"next": "Next",
"back": "Back",
"import": "Import",
"importer": "Importer",
"importecharacter": "Import Character",
"apply": "Apply",
"importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.",
"character name": "character name",
"player name": "player name",
"walk modifier": "walk modifier",
"run modifier": "run modifier",
"movement modifier": "movement modifier",
"preperations": "preperations",
"force": "force",
"potency": "potency",
"trigger": "trigger",
"command": "command",
"contact": "contact",
"time": "time",
"adeptpowers": "Adept Powers or Other Abilities",
"whisper rolls to gm": "whisper rolls to gm"
}
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{
"a": "A",
"accel": "Accel",
"acceleration": "Acceleration",
"acid": "Acid",
"Acid Protection": "Acid Protection",
"actinggroup": "Acting Group",
"active": "Active",
"aeronauticsmechanic": "Aeronautics Mechanic",
"age": "Age",
"agility": "Agility",
"alchemy": "Alchemy",
"ammo": "Ammo",
"animalhandling": "Animal Handling",
"ap": "AP",
"arcana": "Arcana",
"archery": "Archery",
"armor": "Armor",
"armorer": "Armorer",
"armorrating": "Armor Rating",
"arms": "Arms",
"artisan": "Artisan",
"assensing": "Assensing",
"astralcombat": "Astral Combat",
"astralini": "Astral Ini",
"astralinitiative": "Astral Initiative",
"athleticsgroup": "Athletics Group",
"attack": "Attack",
"attribute": "Attribute",
"attributearray": "Attribute Array",
"attributes": "Attributes",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatics",
"automotivemechanic": "Automotive Mechanic",
"awakened": "Awakened",
"b": "B",
"banishing": "Banishing",
"base": "Base",
"baseslider": "Base slider",
"bf": "BF",
"binding": "Binding",
"biotechgroup": "Biotech Group",
"biotechnology": "Biotechnology",
"blades": "Blades",
"body": "Body",
"bonuses": "Bonuses",
"c": "C",
"character": "Character",
"charisma": "Charisma",
"chemistry": "Chemistry",
"close": "Close",
"closecombatgroup": "Close Combat Group",
"clubs": "Clubs",
"cold": "Cold",
"Cold Protection": "Cold Protection",
"combat": "Combat",
"combatskill": "Combat Skill",
"combatskills": "Combat Skills",
"combattype": "Combat Type",
"compiling": "Compiling",
"complex form": "Complex Form",
"composure": "Composure",
"computer": "Computer",
"con": "Con",
"conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.",
"conditionmonitor": "Condition Monitor",
"conditionmonitorm": "Condition Monitor (M)",
"conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ",
"conditionmonitorpm": "Condition Monitor (P/M)",
"conditionmonitorps": "Condition Monitor (P/S)",
"conjuring": "Conjuring",
"conjuringgroup": "Conjuring Group",
"connection": "Connection",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"core": "Core",
"corecombatinfo": "Core Combat Info",
"counterspelling": "Counterspelling",
"crackinggroup": "Cracking Group",
"cybercombat": "Cybercombat",
"cybertechnology": "Cybertechnology",
"d6": "d6",
"dam": "Dam",
"damage": "Damage",
"damagetype": "Combat Damage",
"dataproc": "Data Proc.",
"decompiling": "Decompiling",
"default": "Default a skill",
"defense": "Defense",
"defense attribute": "Defense Attribute",
"defense matrix attribute": "Defense Matrix Attribute",
"demolitions": "Demolitions",
"detection": "Detection",
"device": "Device",
"devicerating": "Device Rating",
"dice": "Dice",
"direct": "Direct",
"disenchanting": "Disenchanting",
"disguise": "Disguise",
"diving": "Diving",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Duration",
"e": "E",
"echos": "Echos",
"edge": "Edge",
"elec": "Elec.",
"Electrical Protection": "Electrical Protection",
"Electronics Group": "Electronics Group",
"electronicwarfare": "Electronic Warfare",
"emerged": "Emerged",
"enchantinggroup": "Enchanting Group",
"engineeringgroup": "Engineering Group",
"escapeartist": "Escape Artist",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnicity",
"etiquette": "Etiquette",
"exoticmelee": "Exotic Melee",
"exoticnote": "Exotics are not linked to skills. Use modifier Dice input to set skill dice.",
"exoticrange": "Exotic Range",
"extended": "Extended",
"f": "F",
"fa": "FA",
"fade": "Fade",
"fadevalue": "Fade Value",
"fakeid": "Fake ID",
"fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses",
"far": "Far",
"favor": "Favor",
"file": "File",
"fire": "Fire",
"firearmsgroup": "Firearms Group",
"Fire Protection": "Fire Protection",
"firewall": "Firewall",
"firstaid": "First Aid",
"flight": "Flight",
"forgery": "Forgery",
"freefall": "Free Fall",
"funds": "Funds",
"gear": "Gear",
"gm": "To GM",
"gm-whisper": "Whisper Roll to GM",
"/w GM": "/w GM",
"grunt": "Grunt",
"gunnery": "Gunnery",
"gymnastics": "Gymnastics",
"hacking": "Hacking",
"hand": "Hand",
"handling": "Handling",
"handoff": "Hand (Off)",
"hardware": "Hardware",
"health": "Health",
"heavyweapons": "Heavy Weapons",
"height-u": "Height",
"host": "Host",
"host_rating": "Host Rating",
"i": "I",
"ic": "IC",
"ic limit": "IC Limit",
"idslifestylecurrency": "IDs/Lifestyles/Currency",
"illusion": "Illusion",
"impersonation": "Impersonation",
"indirect": "Indirect",
"industrialmechanic": "Industrial Mechanic",
"influencegroup": "Influence Group",
"initiate": "Initiate",
"initiative": "Initiative",
"initiativedice": "Initiative Dice",
"instant": "Instant",
"instruction": "Instruction",
"intimidation": "Intimidation",
"intrusioncountermeasures": "Intrusion Countermeasures",
"intuition": "Intuition",
"item": "Item",
"judgeintentions": "Judge Intentions",
"karma": "Karma",
"know": "Know..",
"knowledgeskills": "Knowledge Skills",
"l": "L",
"lang": "Lang..",
"languageskills": "Language Skills",
"leadership": "Leadership",
"level": "Level",
"licenses": "Licenses",
"liftcarry": "Lift & Carry",
"limit": "Limit",
"limits": "Limits",
"locksmith": "Locksmith",
"logic": "Logic",
"longarms": "Longarms",
"los": "LOS",
"los (a)": "LOS (A)",
"loyalty": "Loyalty",
"m": "M",
"magic": "Magic",
"magicalskill": "Magical Skill",
"magicalskills": "Magical Skills",
"magicres": "Magic/Resonance",
"mana": "Mana",
"manipulation": "Manipulation",
"martialarts": "Martial Arts",
"matrix": "Matrix",
"matrixdevice": "Matrix Device",
"matrixinit": "Matrix Ini",
"matrixinitiative": "Matrix Initiative",
"matrixsoak": "Matrix Soak",
"medicine": "Medicine",
"melee": "Melee",
"memory": "Memory",
"mental": "Mental",
"mental_limit": "Mental Limit",
"mentallimit": "Mental Limit:",
"metamagic": "Metamagic",
"metatype": "Metatype",
"misc": "Misc",
"mode": "Mode",
"model": "Model",
"modeoptions": "Mode Options",
"modes": "Modes",
"modifications": "Modifications",
"modifier": "Modifier",
"modifierdice": "Modifier Dice",
"modifiers": "Modifiers",
"movement": "Movement",
"mundane": "Mundane",
"n": "N",
"name": "Name",
"namealias": "NAME/PRIMARY ALIAS",
"nauticalmechanic": "Nautical Mechanic",
"navigation": "Navigation",
"near": "Near",
"negotiation": "Negotiation",
"none": "None",
"notes": "Notes",
"notoriety": "Notoriety",
"nuyen": "Nuyen",
"options": "Options",
"other": "Other",
"outdoorsgroup": "Outdoors Group",
"overflow": "Overflow",
"overflowmodifier": "Overflow Modifier",
"p": "P",
"high pain tolerance": "high pain tolerance",
"low pain tolerance": "low pain tolerance",
"damage compensators": "Damage Compensators (P/S): ",
"paintolerance": "Pain Tolerance",
"palming": "Palming",
"pc": "PC",
"perception": "Perception",
"performance": "Performance",
"permanent": "Permanent",
"persona": "Persona",
"personal": "Personal Data",
"physical": "Physical",
"physical_limit": "Physical Limit",
"physicalbonus": "Physical Bonus",
"physicaldamagetrack": "Physical Damage Track",
"physicallimit": "Physical Limit:",
"physicalskills": "Physical Skills",
"pilot": "pilot",
"pilotaerospace": "Pilot Aerospace",
"pilotaircraft": "Pilot Aircraft",
"pilotexoticvehicle": "Pilot Exotic Vehicle",
"pilotgroundcraft": "Pilot Ground Craft",
"pilotwalker": "Pilot Walker",
"pilotwatercraft": "Pilot Watercraft",
"pistols": "Pistols",
"player": "Player",
"plot": "Plot",
"power": "Power",
"powers": "Powers",
"pr": "Professional Rating",
"prep": "Prep...",
"primary": "Primary",
"primaryarmor": "Primary Armor",
"primarylifestyle": "Primary Lifestyle",
"primarymeleeweapon": "Primary Melee Weapon",
"primaryrangedweapon": "Primary Ranged Weapon",
"programs": "Programs",
"projectileweapons": "Projectile Weapons",
"public": "Public",
"publicawareness": "Public Awereness",
"qualities": "Qualities",
"quality": "Quality",
"quantity": "Quantity",
"r": "R",
"radi": "Radi.",
"Radiation Protection": "Radiation Protection",
"range": "Range",
"ranged": "Ranged",
"rating": "Rating",
"ratingmodifier": "Rating Modifier",
"rc": "RC",
"reach": "Reach",
"reaction": "Reaction",
"recoil": "Recoil",
"registering": "Registering",
"relatedlifestyle": "Related Lifestyles",
"resonance": "Resonance",
"resonanceskills": "Resonance Skills",
"rituals": "Rituals",
"ritualspellcasting": "Ritual Spellcasting",
"rtg": "RTG",
"running": "Running",
"s": "S",
"sa": "SA",
"seat": "Seat",
"self": "Self",
"sensor": "Sensor",
"sex": "Sex",
"shadowamps": "Shadow Amps",
"sheetdescription": "Set the default sheet type.",
"sheetselect": "Sheet Select",
"sheettype": "Sheet Type",
"skill": "Skill",
"skills": "Skills",
"sneaking": "Sneaking",
"soak": "Soak",
"social": "Social",
"social_limit": "Social Limit",
"sociallimit": "Social Limit: ",
"socialskills": "Social Skills",
"software": "Software",
"sorcery": "Sorcery",
"sorcerygroup": "Sorcery Group",
"special": "Special",
"specialization": "Specialization",
"speed": "Speed",
"speedoff": "Speed (Off)",
"spellcasting": "Spellcasting",
"category": "Category",
"spells": "Spells",
"sprite": "Sprite",
"ss": "SS",
"stealthgroup": "Stealth Group",
"streetcred": "Street Cred",
"strength": "Strength",
"stun": "Stun",
"stunbonus": "Stun Bonus",
"stundamagetrack": "Stun Damage Track",
"style": "Style",
"submersion": "Submersion",
"summoning": "Summoning",
"survival": "Survival",
"sustained": "Sustained",
"swimming": "Swimming",
"t": "T",
"t (a)": "T (A)",
"target": "Target",
"taskinggroup": "Tasking Group",
"technicalskills": "Technical Skills",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Temporary Modifiers",
"throwingweapons": "Throwing Weapons",
"topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"total": "Total",
"totalkarma": "Total Karma",
"tracking": "Tracking",
"type": "Type",
"unarmedcombat": "Unarmed Combat",
"vehicle": "Vehicle",
"vehicleskills": "Vehicle Skills",
"vehicleweapons": "Vehicle Weapons",
"w": "W",
"weakness": "Weakness",
"weapon": "Weapon",
"weapons": "Weapons",
"weight": "Weight",
"whisper": "Whisper",
"whisperdescription": "Set the default for rolling in public or to gm.",
"willpower": "Willpower",
"wounds": "Wounds",
"cancel": "Cancel",
"next": "Next",
"back": "Back",
"import": "Import",
"importer": "Importer",
"importecharacter": "Import Character",
"apply": "Apply",
"importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.",
"character name": "character name",
"player name": "player name",
"walk modifier": "walk modifier",
"run modifier": "run modifier",
"movement modifier": "movement modifier",
"preperations": "preperations",
"force": "force",
"potency": "potency",
"trigger": "trigger",
"command": "command",
"contact": "contact",
"time": "time",
"adeptpowers": "Adept Powers or Other Abilities",
"whisper rolls to gm": "whisper rolls to gm"
}
+402
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{
"a": "A",
"accel": "Accel",
"acceleration": "Acceleration",
"acid": "Acid",
"Acid Protection": "Acid Protection",
"actinggroup": "Acting Group",
"active": "Active",
"aeronauticsmechanic": "Aeronautics Mechanic",
"age": "Age",
"agility": "Agility",
"alchemy": "Alchemie",
"ammo": "Ammo",
"animalhandling": "Animal Handling",
"ap": "AP",
"arcana": "Arcana",
"archery": "Archery",
"armor": "Armor",
"armorer": "Armorer",
"armorrating": "Armor Rating",
"arms": "Arms",
"artisan": "Artisan",
"assensing": "Assensing",
"astralcombat": "Astral Combat",
"astralini": "Astral Ini",
"astralinitiative": "Astral Initiative",
"athleticsgroup": "Athletics Group",
"attack": "Attack",
"attribute": "Attribute",
"attributearray": "Attribute Array",
"attributes": "Attributes",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatics",
"automotivemechanic": "Automotive Mechanic",
"awakened": "Awakened",
"b": "B",
"banishing": "Banishing",
"base": "Base",
"baseslider": "Base slider",
"bf": "BF",
"binding": "Binding",
"biotechgroup": "Biotech Group",
"biotechnology": "Biotechnology",
"blades": "Blades",
"body": "Body",
"bonuses": "Bonuses",
"c": "C",
"character": "Character",
"charisma": "Charisma",
"chemistry": "Chemistry",
"close": "Close",
"closecombatgroup": "Close Combat Group",
"clubs": "Clubs",
"cold": "Cold",
"Cold Protection": "Cold Protection",
"combat": "Combat",
"combatskill": "Combat Skill",
"combatskills": "Combat Skills",
"combattype": "Combat Type",
"compiling": "Compiling",
"complex form": "Complex Form",
"composure": "Composure",
"computer": "Computer",
"con": "Con",
"conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.",
"conditionmonitor": "Condition Monitor",
"conditionmonitorm": "Condition Monitor (M)",
"conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ",
"conditionmonitorpm": "Condition Monitor (P/M)",
"conditionmonitorps": "Condition Monitor (P/S)",
"conjuring": "Conjuring",
"conjuringgroup": "Conjuring Group",
"connection": "Connection",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"core": "Core",
"corecombatinfo": "Core Combat Info",
"counterspelling": "Counterspelling",
"crackinggroup": "Cracking Group",
"cybercombat": "Cybercombat",
"cybertechnology": "Cybertechnology",
"d6": "d6",
"dam": "Dam",
"damage": "Damage",
"damagetype": "Combat Damage",
"dataproc": "Data Proc.",
"decompiling": "Decompiling",
"default": "Default a skill",
"defense": "Defense",
"defense attribute": "Defense Attribute",
"defense matrix attribute": "Defense Matrix Attribute",
"demolitions": "Demolitions",
"detection": "Detection",
"device": "Device",
"devicerating": "Device Rating",
"dice": "Dice",
"direct": "Direct",
"disenchanting": "Disenchanting",
"disguise": "Disguise",
"diving": "Diving",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Duration",
"e": "E",
"echos": "Echos",
"edge": "Edge",
"elec": "Elec.",
"Electrical Protection": "Electrical Protection",
"Electronics Group": "Electronics Group",
"electronicwarfare": "Electronic Warfare",
"emerged": "Emerged",
"enchantinggroup": "Enchanting Group",
"engineeringgroup": "Engineering Group",
"escapeartist": "Escape Artist",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnicity",
"etiquette": "Etiquette",
"exoticmelee": "Exotic Melee",
"exoticnote": "Exotics are not linked to skills. Use modifier Dice input to set skill dice.",
"exoticrange": "Exotic Range",
"extended": "Extended",
"f": "F",
"fa": "FA",
"fade": "Fade",
"fadevalue": "Fade Value",
"fakeid": "Fake ID",
"fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses",
"far": "Far",
"favor": "Favor",
"file": "File",
"fire": "Fire",
"firearmsgroup": "Firearms Group",
"Fire Protection": "Fire Protection",
"firewall": "Firewall",
"firstaid": "First Aid",
"flight": "Flight",
"forgery": "Forgery",
"freefall": "Free Fall",
"funds": "Funds",
"gear": "Gear",
"gm": "To GM",
"gm-whisper": "Whisper Roll to GM",
"/w GM": "/w GM",
"grunt": "Grunt",
"gunnery": "Gunnery",
"gymnastics": "Gymnastics",
"hacking": "Hacking",
"hand": "Hand",
"handling": "Handling",
"handoff": "Hand (Off)",
"hardware": "Hardware",
"health": "Health",
"heavyweapons": "Heavy Weapons",
"height-u": "Height",
"host": "Host",
"host_rating": "Host Rating",
"i": "I",
"ic": "IC",
"ic limit": "IC Limit",
"idslifestylecurrency": "IDs/Lifestyles/Currency",
"illusion": "Illusion",
"impersonation": "Impersonation",
"indirect": "Indirect",
"industrialmechanic": "Industrial Mechanic",
"influencegroup": "Influence Group",
"initiate": "Initiate",
"initiative": "Initiative",
"initiativedice": "Initiative Dice",
"instant": "Instant",
"instruction": "Instruction",
"intimidation": "Intimidation",
"intrusioncountermeasures": "Intrusion Countermeasures",
"intuition": "Intuition",
"item": "Item",
"judgeintentions": "Judge Intentions",
"karma": "Karma",
"know": "Know..",
"knowledgeskills": "Knowledge Skills",
"l": "L",
"lang": "Lang..",
"languageskills": "Language Skills",
"leadership": "Leadership",
"level": "Level",
"licenses": "Licenses",
"liftcarry": "Lift & Carry",
"limit": "Limit",
"limits": "Limits",
"locksmith": "Locksmith",
"logic": "Logic",
"longarms": "Longarms",
"los": "LOS",
"los (a)": "LOS (A)",
"loyalty": "Loyalty",
"m": "M",
"magic": "Magic",
"magicalskill": "Magical Skill",
"magicalskills": "Magical Skills",
"magicres": "Magic/Resonance",
"mana": "Mana",
"manipulation": "Manipulation",
"martialarts": "Martial Arts",
"matrix": "Matrix",
"matrixdevice": "Matrix Device",
"matrixinit": "Matrix Ini",
"matrixinitiative": "Matrix Initiative",
"matrixsoak": "Matrix Soak",
"medicine": "Medicine",
"melee": "Melee",
"memory": "Memory",
"mental": "Mental",
"mental_limit": "Mental Limit",
"mentallimit": "Mental Limit:",
"metamagic": "Metamagic",
"metatype": "Metatype",
"misc": "Misc",
"mode": "Mode",
"model": "Model",
"modeoptions": "Mode Options",
"modes": "Modes",
"modifications": "Modifications",
"modifier": "Modifier",
"modifierdice": "Modifier Dice",
"modifiers": "Modifiers",
"movement": "Movement",
"mundane": "Mundane",
"n": "N",
"name": "Name",
"namealias": "NAME/PRIMARY ALIAS",
"nauticalmechanic": "Nautical Mechanic",
"navigation": "Navigation",
"near": "Near",
"negotiation": "Negotiation",
"none": "None",
"notes": "Notes",
"notoriety": "Notoriety",
"nuyen": "Nuyen",
"options": "Options",
"other": "Other",
"outdoorsgroup": "Outdoors Group",
"overflow": "Overflow",
"overflowmodifier": "Overflow Modifier",
"p": "P",
"high pain tolerance": "high pain tolerance",
"low pain tolerance": "low pain tolerance",
"damage compensators": "Damage Compensators (P/S): ",
"paintolerance": "Pain Tolerance",
"palming": "Palming",
"pc": "PC",
"perception": "Perception",
"performance": "Performance",
"permanent": "Permanent",
"persona": "Persona",
"personal": "Personal Data",
"physical": "Physical",
"physical_limit": "Physical Limit",
"physicalbonus": "Physical Bonus",
"physicaldamagetrack": "Physical Damage Track",
"physicallimit": "Physical Limit:",
"physicalskills": "Physical Skills",
"pilot": "pilot",
"pilotaerospace": "Pilot Aerospace",
"pilotaircraft": "Pilot Aircraft",
"pilotexoticvehicle": "Pilot Exotic Vehicle",
"pilotgroundcraft": "Pilot Ground Craft",
"pilotwalker": "Pilot Walker",
"pilotwatercraft": "Pilot Watercraft",
"pistols": "Pistols",
"player": "Player",
"plot": "Plot",
"power": "Power",
"powers": "Powers",
"pr": "Professional Rating",
"prep": "Prep...",
"primary": "Primary",
"primaryarmor": "Primary Armor",
"primarylifestyle": "Primary Lifestyle",
"primarymeleeweapon": "Primary Melee Weapon",
"primaryrangedweapon": "Primary Ranged Weapon",
"programs": "Programs",
"projectileweapons": "Projectile Weapons",
"public": "Public",
"publicawareness": "Public Awereness",
"qualities": "Qualities",
"quality": "Quality",
"quantity": "Quantity",
"r": "R",
"radi": "Radi.",
"Radiation Protection": "Radiation Protection",
"range": "Range",
"ranged": "Ranged",
"rating": "Rating",
"ratingmodifier": "Rating Modifier",
"rc": "RC",
"reach": "Reach",
"reaction": "Reaction",
"recoil": "Recoil",
"registering": "Registering",
"relatedlifestyle": "Related Lifestyles",
"resonance": "Resonance",
"resonanceskills": "Resonance Skills",
"rituals": "Rituals",
"ritualspellcasting": "Ritual Spellcasting",
"rtg": "RTG",
"running": "Running",
"s": "S",
"sa": "SA",
"seat": "Seat",
"self": "Self",
"sensor": "Sensor",
"sex": "Sex",
"shadowamps": "Shadow Amps",
"sheetdescription": "Set the default sheet type.",
"sheetselect": "Sheet Select",
"sheettype": "Sheet Type",
"skill": "Skill",
"skills": "Skills",
"sneaking": "Sneaking",
"soak": "Soak",
"social": "Social",
"social_limit": "Social Limit",
"sociallimit": "Social Limit: ",
"socialskills": "Social Skills",
"software": "Software",
"sorcery": "Sorcery",
"sorcerygroup": "Sorcery Group",
"special": "Special",
"specialization": "Specialization",
"speed": "Speed",
"speedoff": "Speed (Off)",
"spellcasting": "Spellcasting",
"category": "Category",
"spells": "Spells",
"sprite": "Sprite",
"ss": "SS",
"stealthgroup": "Stealth Group",
"streetcred": "Street Cred",
"strength": "Strength",
"stun": "Stun",
"stunbonus": "Stun Bonus",
"stundamagetrack": "Stun Damage Track",
"style": "Style",
"submersion": "Submersion",
"summoning": "Summoning",
"survival": "Survival",
"sustained": "Sustained",
"swimming": "Swimming",
"t": "T",
"t (a)": "T (A)",
"target": "Target",
"taskinggroup": "Tasking Group",
"technicalskills": "Technical Skills",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Temporary Modifiers",
"throwingweapons": "Throwing Weapons",
"topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"total": "Total",
"totalkarma": "Total Karma",
"tracking": "Tracking",
"type": "Type",
"unarmedcombat": "Unarmed Combat",
"vehicle": "Vehicle",
"vehicleskills": "Vehicle Skills",
"vehicleweapons": "Vehicle Weapons",
"w": "W",
"weakness": "Weakness",
"weapon": "Weapon",
"weapons": "Weapons",
"weight": "Weight",
"whisper": "Whisper",
"whisperdescription": "Set the default for rolling in public or to gm.",
"willpower": "Willpower",
"wounds": "Wounds",
"cancel": "Cancel",
"next": "Next",
"back": "Back",
"import": "Import",
"importer": "Importer",
"importecharacter": "Import Character",
"apply": "Apply",
"importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.",
"character name": "character name",
"player name": "player name",
"walk modifier": "walk modifier",
"run modifier": "run modifier",
"movement modifier": "movement modifier",
"preperations": "preperations",
"force": "force",
"potency": "potency",
"trigger": "trigger",
"command": "command",
"contact": "contact",
"time": "time",
"adeptpowers": "Adept Powers or Other Abilities",
"whisper rolls to gm": "whisper rolls to gm"
}
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{
"a": "A",
"accel": "Accel",
"acceleration": "Acceleration",
"acid": "Acid",
"Acid Protection": "Acid Protection",
"actinggroup": "Acting Group",
"active": "Active",
"aeronauticsmechanic": "Aeronautics Mechanic",
"age": "Age",
"agility": "Agility",
"alchemy": "Alchemy",
"ammo": "Ammo",
"animalhandling": "Animal Handling",
"ap": "AP",
"arcana": "Arcana",
"archery": "Archery",
"armor": "Armor",
"armorer": "Armorer",
"armorrating": "Armor Rating",
"arms": "Arms",
"artisan": "Artisan",
"assensing": "Assensing",
"astralcombat": "Astral Combat",
"astralini": "Astral Ini",
"astralinitiative": "Astral Initiative",
"athleticsgroup": "Athletics Group",
"attack": "Attack",
"attribute": "Attribute",
"attributearray": "Attribute Array",
"attributes": "Attributes",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatics",
"automotivemechanic": "Automotive Mechanic",
"awakened": "Awakened",
"b": "B",
"banishing": "Banishing",
"base": "Base",
"baseslider": "Base slider",
"bf": "BF",
"binding": "Binding",
"biotechgroup": "Biotech Group",
"biotechnology": "Biotechnology",
"blades": "Blades",
"body": "Body",
"bonuses": "Bonuses",
"c": "C",
"character": "Character",
"charisma": "Charisma",
"chemistry": "Chemistry",
"close": "Close",
"closecombatgroup": "Close Combat Group",
"clubs": "Clubs",
"cold": "Cold",
"Cold Protection": "Cold Protection",
"combat": "Combat",
"combatskill": "Combat Skill",
"combatskills": "Combat Skills",
"combattype": "Combat Type",
"compiling": "Compiling",
"complex form": "Complex Form",
"composure": "Composure",
"computer": "Computer",
"con": "Con",
"conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.",
"conditionmonitor": "Condition Monitor",
"conditionmonitorm": "Condition Monitor (M)",
"conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ",
"conditionmonitorpm": "Condition Monitor (P/M)",
"conditionmonitorps": "Condition Monitor (P/S)",
"conjuring": "Conjuring",
"conjuringgroup": "Conjuring Group",
"connection": "Connection",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"core": "Core",
"corecombatinfo": "Core Combat Info",
"counterspelling": "Counterspelling",
"crackinggroup": "Cracking Group",
"cybercombat": "Cybercombat",
"cybertechnology": "Cybertechnology",
"d6": "d6",
"dam": "Dam",
"damage": "Damage",
"damagetype": "Combat Damage",
"dataproc": "Data Proc.",
"decompiling": "Decompiling",
"default": "Default a skill",
"defense": "Defense",
"defense attribute": "Defense Attribute",
"defense matrix attribute": "Defense Matrix Attribute",
"demolitions": "Demolitions",
"detection": "Detection",
"device": "Device",
"devicerating": "Device Rating",
"dice": "Dice",
"direct": "Direct",
"disenchanting": "Disenchanting",
"disguise": "Disguise",
"diving": "Diving",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Duration",
"e": "E",
"echos": "Echos",
"edge": "Edge",
"elec": "Elec.",
"Electrical Protection": "Electrical Protection",
"Electronics Group": "Electronics Group",
"electronicwarfare": "Electronic Warfare",
"emerged": "Emerged",
"enchantinggroup": "Enchanting Group",
"engineeringgroup": "Engineering Group",
"escapeartist": "Escape Artist",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnicity",
"etiquette": "Etiquette",
"exoticmelee": "Exotic Melee",
"exoticnote": "Exotics are not linked to skills. Use modifier Dice input to set skill dice.",
"exoticrange": "Exotic Range",
"extended": "Extended",
"f": "F",
"fa": "FA",
"fade": "Fade",
"fadevalue": "Fade Value",
"fakeid": "Fake ID",
"fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses",
"far": "Far",
"favor": "Favor",
"file": "File",
"fire": "Fire",
"firearmsgroup": "Firearms Group",
"Fire Protection": "Fire Protection",
"firewall": "Firewall",
"firstaid": "First Aid",
"flight": "Flight",
"forgery": "Forgery",
"freefall": "Free Fall",
"funds": "Funds",
"gear": "Gear",
"gm": "To GM",
"gm-whisper": "Whisper Roll to GM",
"/w GM": "/w GM",
"grunt": "Grunt",
"gunnery": "Gunnery",
"gymnastics": "Gymnastics",
"hacking": "Hacking",
"hand": "Hand",
"handling": "Handling",
"handoff": "Hand (Off)",
"hardware": "Hardware",
"health": "Health",
"heavyweapons": "Heavy Weapons",
"height-u": "Height",
"host": "Host",
"host_rating": "Host Rating",
"i": "I",
"ic": "IC",
"ic limit": "IC Limit",
"idslifestylecurrency": "IDs/Lifestyles/Currency",
"illusion": "Illusion",
"impersonation": "Impersonation",
"indirect": "Indirect",
"industrialmechanic": "Industrial Mechanic",
"influencegroup": "Influence Group",
"initiate": "Initiate",
"initiative": "Initiative",
"initiativedice": "Initiative Dice",
"instant": "Instant",
"instruction": "Instruction",
"intimidation": "Intimidation",
"intrusioncountermeasures": "Intrusion Countermeasures",
"intuition": "Intuition",
"item": "Item",
"judgeintentions": "Judge Intentions",
"karma": "Karma",
"know": "Know..",
"knowledgeskills": "Knowledge Skills",
"l": "L",
"lang": "Lang..",
"languageskills": "Language Skills",
"leadership": "Leadership",
"level": "Level",
"licenses": "Licenses",
"liftcarry": "Lift & Carry",
"limit": "Limit",
"limits": "Limits",
"locksmith": "Locksmith",
"logic": "Logic",
"longarms": "Longarms",
"los": "LOS",
"los (a)": "LOS (A)",
"loyalty": "Loyalty",
"m": "M",
"magic": "Magic",
"magicalskill": "Magical Skill",
"magicalskills": "Magical Skills",
"magicres": "Magic/Resonance",
"mana": "Mana",
"manipulation": "Manipulation",
"martialarts": "Martial Arts",
"matrix": "Matrix",
"matrixdevice": "Matrix Device",
"matrixinit": "Matrix Ini",
"matrixinitiative": "Matrix Initiative",
"matrixsoak": "Matrix Soak",
"medicine": "Medicine",
"melee": "Melee",
"memory": "Memory",
"mental": "Mental",
"mental_limit": "Mental Limit",
"mentallimit": "Mental Limit:",
"metamagic": "Metamagic",
"metatype": "Metatype",
"misc": "Misc",
"mode": "Mode",
"model": "Model",
"modeoptions": "Mode Options",
"modes": "Modes",
"modifications": "Modifications",
"modifier": "Modifier",
"modifierdice": "Modifier Dice",
"modifiers": "Modifiers",
"movement": "Movement",
"mundane": "Mundane",
"n": "N",
"name": "Name",
"namealias": "NAME/PRIMARY ALIAS",
"nauticalmechanic": "Nautical Mechanic",
"navigation": "Navigation",
"near": "Near",
"negotiation": "Negotiation",
"none": "None",
"notes": "Notes",
"notoriety": "Notoriety",
"nuyen": "Nuyen",
"options": "Options",
"other": "Other",
"outdoorsgroup": "Outdoors Group",
"overflow": "Overflow",
"overflowmodifier": "Overflow Modifier",
"p": "P",
"high pain tolerance": "high pain tolerance",
"low pain tolerance": "low pain tolerance",
"damage compensators": "Damage Compensators (P/S): ",
"paintolerance": "Pain Tolerance",
"palming": "Palming",
"pc": "PC",
"perception": "Perception",
"performance": "Performance",
"permanent": "Permanent",
"persona": "Persona",
"personal": "Personal Data",
"physical": "Physical",
"physical_limit": "Physical Limit",
"physicalbonus": "Physical Bonus",
"physicaldamagetrack": "Physical Damage Track",
"physicallimit": "Physical Limit:",
"physicalskills": "Physical Skills",
"pilot": "pilot",
"pilotaerospace": "Pilot Aerospace",
"pilotaircraft": "Pilot Aircraft",
"pilotexoticvehicle": "Pilot Exotic Vehicle",
"pilotgroundcraft": "Pilot Ground Craft",
"pilotwalker": "Pilot Walker",
"pilotwatercraft": "Pilot Watercraft",
"pistols": "Pistols",
"player": "Player",
"plot": "Plot",
"power": "Power",
"powers": "Powers",
"pr": "Professional Rating",
"prep": "Prep...",
"primary": "Primary",
"primaryarmor": "Primary Armor",
"primarylifestyle": "Primary Lifestyle",
"primarymeleeweapon": "Primary Melee Weapon",
"primaryrangedweapon": "Primary Ranged Weapon",
"programs": "Programs",
"projectileweapons": "Projectile Weapons",
"public": "Public",
"publicawareness": "Public Awereness",
"qualities": "Qualities",
"quality": "Quality",
"quantity": "Quantity",
"r": "R",
"radi": "Radi.",
"Radiation Protection": "Radiation Protection",
"range": "Range",
"ranged": "Ranged",
"rating": "Rating",
"ratingmodifier": "Rating Modifier",
"rc": "RC",
"reach": "Reach",
"reaction": "Reaction",
"recoil": "Recoil",
"registering": "Registering",
"relatedlifestyle": "Related Lifestyles",
"resonance": "Resonance",
"resonanceskills": "Resonance Skills",
"rituals": "Rituals",
"ritualspellcasting": "Ritual Spellcasting",
"rtg": "RTG",
"running": "Running",
"s": "S",
"sa": "SA",
"seat": "Seat",
"self": "Self",
"sensor": "Sensor",
"sex": "Sex",
"shadowamps": "Shadow Amps",
"sheetdescription": "Set the default sheet type.",
"sheetselect": "Sheet Select",
"sheettype": "Sheet Type",
"skill": "Skill",
"skills": "Skills",
"sneaking": "Sneaking",
"soak": "Soak",
"social": "Social",
"social_limit": "Social Limit",
"sociallimit": "Social Limit: ",
"socialskills": "Social Skills",
"software": "Software",
"sorcery": "Sorcery",
"sorcerygroup": "Sorcery Group",
"special": "Special",
"specialization": "Specialization",
"speed": "Speed",
"speedoff": "Speed (Off)",
"spellcasting": "Spellcasting",
"category": "Category",
"spells": "Spells",
"sprite": "Sprite",
"ss": "SS",
"stealthgroup": "Stealth Group",
"streetcred": "Street Cred",
"strength": "Strength",
"stun": "Stun",
"stunbonus": "Stun Bonus",
"stundamagetrack": "Stun Damage Track",
"style": "Style",
"submersion": "Submersion",
"summoning": "Summoning",
"survival": "Survival",
"sustained": "Sustained",
"swimming": "Swimming",
"t": "T",
"t (a)": "T (A)",
"target": "Target",
"taskinggroup": "Tasking Group",
"technicalskills": "Technical Skills",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Temporary Modifiers",
"throwingweapons": "Throwing Weapons",
"topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"total": "Total",
"totalkarma": "Total Karma",
"tracking": "Tracking",
"type": "Type",
"unarmedcombat": "Unarmed Combat",
"vehicle": "Vehicle",
"vehicleskills": "Vehicle Skills",
"vehicleweapons": "Vehicle Weapons",
"w": "W",
"weakness": "Weakness",
"weapon": "Weapon",
"weapons": "Weapons",
"weight": "Weight",
"whisper": "Whisper",
"whisperdescription": "Set the default for rolling in public or to gm.",
"willpower": "Willpower",
"wounds": "Wounds",
"cancel": "Cancel",
"next": "Next",
"back": "Back",
"import": "Import",
"importer": "Importer",
"importecharacter": "Import Character",
"apply": "Apply",
"importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.",
"character name": "character name",
"player name": "player name",
"walk modifier": "walk modifier",
"run modifier": "run modifier",
"movement modifier": "movement modifier",
"preperations": "preperations",
"force": "force",
"potency": "potency",
"trigger": "trigger",
"command": "command",
"contact": "contact",
"time": "time",
"adeptpowers": "Adept Powers or Other Abilities",
"whisper rolls to gm": "whisper rolls to gm"
}
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{
"a": "A",
"accel": "Accel",
"acceleration": "Acceleration",
"acid": "Acid",
"Acid Protection": "Acid Protection",
"actinggroup": "Acting Group",
"active": "Active",
"aeronauticsmechanic": "Aeronautics Mechanic",
"age": "Age",
"agility": "Agility",
"alchemy": "Alchemy",
"ammo": "Ammo",
"animalhandling": "Animal Handling",
"ap": "AP",
"arcana": "Arcana",
"archery": "Archery",
"armor": "Armor",
"armorer": "Armorer",
"armorrating": "Armor Rating",
"arms": "Arms",
"artisan": "Artisan",
"assensing": "Assensing",
"astralcombat": "Astral Combat",
"astralini": "Astral Ini",
"astralinitiative": "Astral Initiative",
"athleticsgroup": "Athletics Group",
"attack": "Attack",
"attribute": "Attribute",
"attributearray": "Attribute Array",
"attributes": "Attributes",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatics",
"automotivemechanic": "Automotive Mechanic",
"awakened": "Awakened",
"b": "B",
"banishing": "Banishing",
"base": "Base",
"baseslider": "Base slider",
"bf": "BF",
"binding": "Binding",
"biotechgroup": "Biotech Group",
"biotechnology": "Biotechnology",
"blades": "Blades",
"body": "Body",
"bonuses": "Bonuses",
"c": "C",
"character": "Character",
"charisma": "Charisma",
"chemistry": "Chemistry",
"close": "Close",
"closecombatgroup": "Close Combat Group",
"clubs": "Clubs",
"cold": "Cold",
"Cold Protection": "Cold Protection",
"combat": "Combat",
"combatskill": "Combat Skill",
"combatskills": "Combat Skills",
"combattype": "Combat Type",
"compiling": "Compiling",
"complex form": "Complex Form",
"composure": "Composure",
"computer": "Computer",
"con": "Con",
"conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.",
"conditionmonitor": "Condition Monitor",
"conditionmonitorm": "Condition Monitor (M)",
"conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ",
"conditionmonitorpm": "Condition Monitor (P/M)",
"conditionmonitorps": "Condition Monitor (P/S)",
"conjuring": "Conjuring",
"conjuringgroup": "Conjuring Group",
"connection": "Connection",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"core": "Core",
"corecombatinfo": "Core Combat Info",
"counterspelling": "Counterspelling",
"crackinggroup": "Cracking Group",
"cybercombat": "Cybercombat",
"cybertechnology": "Cybertechnology",
"d6": "d6",
"dam": "Dam",
"damage": "Damage",
"damagetype": "Combat Damage",
"dataproc": "Data Proc.",
"decompiling": "Decompiling",
"default": "Default a skill",
"defense": "Defense",
"defense attribute": "Defense Attribute",
"defense matrix attribute": "Defense Matrix Attribute",
"demolitions": "Demolitions",
"detection": "Detection",
"device": "Device",
"devicerating": "Device Rating",
"dice": "Dice",
"direct": "Direct",
"disenchanting": "Disenchanting",
"disguise": "Disguise",
"diving": "Diving",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Duration",
"e": "E",
"echos": "Echos",
"edge": "Edge",
"elec": "Elec.",
"Electrical Protection": "Electrical Protection",
"Electronics Group": "Electronics Group",
"electronicwarfare": "Electronic Warfare",
"emerged": "Emerged",
"enchantinggroup": "Enchanting Group",
"engineeringgroup": "Engineering Group",
"escapeartist": "Escape Artist",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnicity",
"etiquette": "Etiquette",
"exoticmelee": "Exotic Melee",
"exoticnote": "Exotic weapons are not linked to a skill. Use Modifier input to set dicepool",
"exoticrange": "Exotic Range",
"extended": "Extended",
"f": "F",
"fa": "FA",
"fade": "Fade",
"fadevalue": "Fade Value",
"fakeid": "Fake ID",
"fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses",
"far": "Far",
"favor": "Favor",
"file": "File",
"fire": "Fire",
"firearmsgroup": "Firearms Group",
"Fire Protection": "Fire Protection",
"firewall": "Firewall",
"firstaid": "First Aid",
"flight": "Flight",
"forgery": "Forgery",
"freefall": "Free Fall",
"funds": "Funds",
"gear": "Gear",
"gm": "To GM",
"gm-whisper": "Whisper Roll to GM",
"/w GM": "/w GM",
"grunt": "Grunt",
"gunnery": "Gunnery",
"gymnastics": "Gymnastics",
"hacking": "Hacking",
"hand": "Hand",
"handling": "Handling",
"handoff": "Hand (Off)",
"hardware": "Hardware",
"health": "Health",
"heavyweapons": "Heavy Weapons",
"height-u": "Height",
"host": "Host",
"host_rating": "Host Rating",
"i": "I",
"ic": "IC",
"ic limit": "IC Limit",
"idslifestylecurrency": "IDs/Lifestyles/Currency",
"illusion": "Illusion",
"impersonation": "Impersonation",
"indirect": "Indirect",
"industrialmechanic": "Industrial Mechanic",
"influencegroup": "Influence Group",
"initiate": "Initiate",
"initiative": "Initiative",
"initiativedice": "Initiative Dice",
"instant": "Instant",
"instruction": "Instruction",
"intimidation": "Intimidation",
"intrusioncountermeasures": "Intrusion Countermeasures",
"intuition": "Intuition",
"item": "Item",
"judgeintentions": "Judge Intentions",
"karma": "Karma",
"know": "Know..",
"knowledgeskills": "Knowledge Skills",
"l": "L",
"lang": "Lang..",
"languageskills": "Language Skills",
"leadership": "Leadership",
"level": "Level",
"licenses": "Licenses",
"liftcarry": "Lift & Carry",
"limit": "Limit",
"limits": "Limits",
"locksmith": "Locksmith",
"logic": "Logic",
"longarms": "Longarms",
"los": "LOS",
"los (a)": "LOS (A)",
"loyalty": "Loyalty",
"m": "M",
"magic": "Magic",
"magicalskill": "Magical Skill",
"magicalskills": "Magical Skills",
"magicres": "Magic/Resonance",
"mana": "Mana",
"manipulation": "Manipulation",
"martialarts": "Martial Arts",
"matrix": "Matrix",
"matrixdevice": "Matrix Device",
"matrixinit": "Matrix Ini",
"matrixinitiative": "Matrix Initiative",
"matrixsoak": "Matrix Soak",
"medicine": "Medicine",
"melee": "Melee",
"memory": "Memory",
"mental": "Mental",
"mental_limit": "Mental Limit",
"mentallimit": "Mental Limit:",
"metamagic": "Metamagic",
"metatype": "Metatype",
"misc": "Misc",
"mode": "Mode",
"model": "Model",
"modeoptions": "Mode Options",
"modes": "Modes",
"modifications": "Modifications",
"modifier": "Modifier",
"modifierdice": "Modifier Dice",
"modifiers": "Modifiers",
"movement": "Movement",
"mundane": "Mundane",
"n": "N",
"name": "Name",
"namealias": "NAME/PRIMARY ALIAS",
"nauticalmechanic": "Nautical Mechanic",
"navigation": "Navigation",
"near": "Near",
"negotiation": "Negotiation",
"none": "None",
"notes": "Notes",
"notoriety": "Notoriety",
"nuyen": "Nuyen",
"options": "Options",
"other": "Other",
"outdoorsgroup": "Outdoors Group",
"overflow": "Overflow",
"overflowmodifier": "Overflow Modifier",
"p": "P",
"high pain tolerance": "high pain tolerance",
"low pain tolerance": "low pain tolerance",
"damage compensators": "Damage Compensators (P/S): ",
"paintolerance": "Pain Tolerance",
"palming": "Palming",
"pc": "PC",
"perception": "Perception",
"performance": "Performance",
"permanent": "Permanent",
"persona": "Persona",
"personal": "Personal Data",
"physical": "Physical",
"physical_limit": "Physical Limit",
"physicalbonus": "Physical Bonus",
"physicaldamagetrack": "Physical Damage Track",
"physicallimit": "Physical Limit:",
"physicalskills": "Physical Skills",
"pilot": "pilot",
"pilotaerospace": "Pilot Aerospace",
"pilotaircraft": "Pilot Aircraft",
"pilotexoticvehicle": "Pilot Exotic Vehicle",
"pilotgroundcraft": "Pilot Ground Craft",
"pilotwalker": "Pilot Walker",
"pilotwatercraft": "Pilot Watercraft",
"pistols": "Pistols",
"player": "Player",
"plot": "Plot",
"power": "Power",
"powers": "Powers",
"pr": "Professional Rating",
"prep": "Prep...",
"primary": "Primary",
"primaryarmor": "Primary Armor",
"primarylifestyle": "Primary Lifestyle",
"primarymeleeweapon": "Primary Melee Weapon",
"primaryrangedweapon": "Primary Ranged Weapon",
"programs": "Programs",
"projectileweapons": "Projectile Weapons",
"public": "Public",
"publicawareness": "Public Awereness",
"qualities": "Qualities",
"quality": "Quality",
"quantity": "Quantity",
"r": "R",
"radi": "Radi.",
"Radiation Protection": "Radiation Protection",
"range": "Range",
"ranged": "Ranged",
"rating": "Rating",
"ratingmodifier": "Rating Modifier",
"rc": "RC",
"reach": "Reach",
"reaction": "Reaction",
"recoil": "Recoil",
"registering": "Registering",
"relatedlifestyle": "Related Lifestyles",
"resonance": "Resonance",
"resonanceskills": "Resonance Skills",
"rituals": "Rituals",
"ritualspellcasting": "Ritual Spellcasting",
"rtg": "RTG",
"running": "Running",
"s": "S",
"sa": "SA",
"seat": "Seat",
"self": "Self",
"sensor": "Sensor",
"sex": "Sex",
"shadowamps": "Shadow Amps",
"sheetdescription": "Set the default sheet type.",
"sheetselect": "Sheet Select",
"sheettype": "Sheet Type",
"skill": "Skill",
"skills": "Skills",
"sneaking": "Sneaking",
"soak": "Soak",
"social": "Social",
"social_limit": "Social Limit",
"sociallimit": "Social Limit: ",
"socialskills": "Social Skills",
"software": "Software",
"sorcery": "Sorcery",
"sorcerygroup": "Sorcery Group",
"special": "Special",
"specialization": "Specialization",
"speed": "Speed",
"speedoff": "Speed (Off)",
"spellcasting": "Spellcasting",
"category": "Category",
"spells": "Spells",
"sprite": "Sprite",
"ss": "SS",
"stealthgroup": "Stealth Group",
"streetcred": "Street Cred",
"strength": "Strength",
"stun": "Stun",
"stunbonus": "Stun Bonus",
"stundamagetrack": "Stun Damage Track",
"style": "Style",
"submersion": "Submersion",
"summoning": "Summoning",
"survival": "Survival",
"sustained": "Sustained",
"swimming": "Swimming",
"t": "T",
"t (a)": "T (A)",
"target": "Target",
"taskinggroup": "Tasking Group",
"technicalskills": "Technical Skills",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Temporary Modifiers",
"throwingweapons": "Throwing Weapons",
"topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"total": "Total",
"totalkarma": "Total Karma",
"tracking": "Tracking",
"type": "Type",
"unarmedcombat": "Unarmed Combat",
"vehicle": "Vehicle",
"vehicleskills": "Vehicle Skills",
"vehicleweapons": "Vehicle Weapons",
"w": "W",
"weakness": "Weakness",
"weapon": "Weapon",
"weapons": "Weapons",
"weight": "Weight",
"whisper": "Whisper",
"whisperdescription": "Set the default for rolling in public or to gm.",
"willpower": "Willpower",
"wounds": "Wounds",
"cancel": "Cancel",
"next": "Next",
"back": "Back",
"import": "Import",
"importer": "Importer",
"importecharacter": "Import Character",
"apply": "Apply",
"importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.",
"character name": "character name",
"player name": "player name",
"walk modifier": "walk modifier",
"run modifier": "run modifier",
"movement modifier": "movement modifier",
"preperations": "preperations",
"force": "force",
"potency": "potency",
"trigger": "trigger",
"command": "command",
"contact": "contact",
"time": "time",
"adeptpowers": "Adept Powers or Other Abilities",
"whisper rolls to gm": "whisper rolls to gm"
}
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{
"a": "A",
"accel": "Acelerar",
"acceleration": "Aceleración",
"acid": "Ácido",
"Acid Protection": "Protección del ácido",
"actinggroup": "Acting Group",
"active": "Activo/a",
"aeronauticsmechanic": "Aeronautics Mechanic",
"age": "Edad",
"agility": "Agilidad",
"alchemy": "Alquimia",
"ammo": "Munición",
"animalhandling": "Trato con animales",
"ap": "PA",
"arcana": "Arcana",
"Archery": "Tiro con arco",
"armor": "Armadura",
"armorer": "Armero",
"armorrating": "Armor Rating",
"arms": "Armas",
"artisan": "Artisan",
"assensing": "Assensing",
"astralcombat": "Astral Combat",
"astralini": "Astral Ini",
"astralinitiative": "Astral Initiative",
"athleticsgroup": "Athletics Group",
"attack": "Ataque",
"attribute": "Atributo",
"attributearray": "Attribute Array",
"attributes": "Attributes",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatics",
"automotivemechanic": "Automotive Mechanic",
"awakened": "Awakened",
"b": "B",
"banishing": "Banishing",
"base": "Base",
"baseslider": "Base slider",
"bf": "BF",
"binding": "Binding",
"biotechgroup": "Biotech Group",
"biotechnology": "Biotechnology",
"blades": "Blades",
"body": "Body",
"bonuses": "Bonuses",
"c": "C",
"character": "Character",
"charisma": "Charisma",
"chemistry": "Chemistry",
"close": "Close",
"closecombatgroup": "Close Combat Group",
"clubs": "Clavas",
"cold": "Frío",
"Cold Protection": "Protección del frío",
"combat": "Combate",
"combatskill": "Combat Skill",
"combatskills": "Combat Skills",
"combattype": "Tipo de combate",
"compiling": "Compiling",
"complex form": "Complex Form",
"composure": "Compostura",
"computer": "Ordenador",
"con": "Con",
"conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.",
"conditionmonitor": "Monitor de condición",
"conditionmonitorm": "Monitor de condición (M)",
"conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ",
"conditionmonitorpm": "Condition Monitor (P/M)",
"conditionmonitorps": "Condition Monitor (P/S)",
"conjuring": "Conjuring",
"conjuringgroup": "Conjuring Group",
"connection": "Connection",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"core": "Core",
"corecombatinfo": "Core Combat Info",
"counterspelling": "Counterspelling",
"crackinggroup": "Cracking Group",
"cybercombat": "Cybercombat",
"cyberdeck": "Ciberterminal",
"cybertechnology": "Cibertecnología",
"d6": "d6",
"dam": "Dam",
"damage": "Daño",
"damagetype": "Daño de combate",
"dataproc": "Data Proc.",
"decompiling": "Decompiling",
"default": "Default a skill",
"defense": "Defense",
"defense attribute": "Defense Attribute",
"defense matrix attribute": "Defense Matrix Attribute",
"demolitions": "Demolitions",
"detection": "Detection",
"device": "Device",
"devicerating": "Device Rating",
"dice": "Dado",
"direct": "Directo",
"disenchanting": "Disenchanting",
"disguise": "Disguise",
"diving": "Diving",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Duration",
"e": "E",
"echos": "Ecos",
"edge": "Edge",
"elec": "Elec.",
"Electrical Protection": "Electrical Protection",
"Electronics Group": "Electronics Group",
"electronicwarfare": "Electronic Warfare",
"emerged": "Emerged",
"enchantinggroup": "Enchanting Group",
"engineeringgroup": "Engineering Group",
"escapeartist": "Escape Artist",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnicity",
"etiquette": "Etiqueta",
"exoticmelee": "Exotic Melee",
"exoticnote": "Exotics are not linked to skills. Use modifier Dice input to set skill dice.",
"exoticrange": "Exotic Range",
"extended": "Extended",
"f": "F",
"fa": "FA",
"fade": "Fade",
"fadevalue": "Fade Value",
"fakeid": "Fake ID",
"fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses",
"far": "Lejos",
"favor": "Favor",
"file": "Archivo",
"fire": "Fuego",
"firearmsgroup": "Firearms Group",
"Fire Protection": "Protección del fuego",
"firewall": "Cortafuegos",
"firstaid": "Primeros auxilios",
"flight": "Vuelo",
"forgery": "Falsificación",
"freefall": "Caída libre",
"funds": "Fondos",
"gear": "Equipo",
"gm": "Al MJ",
"gm-whisper": "Susurrar todas las tiradas al MJ",
"/w GM": "/w MJ",
"grunt": "Peón",
"gunnery": "Artillería",
"gymnastics": "Gimnasia",
"hacking": "Piratería informática",
"hand": "Mano",
"handling": "Manejo",
"handoff": "Hand (Off)",
"hardware": "Hardware",
"health": "Salud",
"heavyweapons": "Armas pesadas",
"height-u": "Altura",
"host": "Host",
"host_rating": "Host Rating",
"i": "I",
"ic": "IC",
"ic limit": "IC Limit",
"idslifestylecurrency": "IDs/Lifestyles/Currency",
"illusion": "Ilusión",
"impersonation": "Suplantación",
"indirect": "Indirecto",
"industrialmechanic": "Industrial Mechanic",
"influencegroup": "Influence Group",
"initiate": "Iniciar",
"initiative": "Iniciativa",
"initiativedice": "Initiative Dice",
"instant": "Instant",
"instruction": "Instrucción",
"intimidation": "Intimidación",
"intrusioncountermeasures": "Intrusion Countermeasures",
"intuition": "Intuición",
"item": "Objeto",
"judgeintentions": "Judge Intentions",
"karma": "Karma",
"know": "Know..",
"knowledgeskills": "Knowledge Skills",
"l": "L",
"lang": "Lang..",
"languageskills": "Language Skills",
"leadership": "Leadership",
"level": "Nivel",
"licenses": "Licencias",
"liftcarry": "Lift & Carry",
"limit": "Límite",
"limits": "Límites",
"locksmith": "Locksmith",
"logic": "Lógica",
"longarms": "Armas largas",
"los": "LDV",
"los (a)": "LOS (A)",
"loyalty": "Lealtad",
"m": "M",
"magic": "Magic",
"magicalskill": "Magical Skill",
"magicalskills": "Magical Skills",
"magicres": "Magic/Resonance",
"mana": "Mana",
"manipulation": "Manipulación",
"martialarts": "Artes marciales",
"matrix": "Matriz",
"matrixdevice": "Matrix Device",
"matrixinit": "Matrix Ini",
"matrixinitiative": "Matrix Initiative",
"matrixsoak": "Matrix Soak",
"medicine": "Medicina",
"melee": "Cuerpo a cuerpo",
"memory": "Memoria",
"mental": "Mental",
"mental_limit": "Límite de la mente",
"mentallimit": "Límite de la mente:",
"metamagic": "Metamagic",
"metatype": "Metatype",
"misc": "Misc",
"mode": "Modo",
"model": "Modelo",
"modeoptions": "Opciones del modo",
"modes": "Modos",
"modifications": "Modifications",
"modifier": "Modifier",
"modifierdice": "Modifier Dice",
"modifiers": "Modifiers",
"movement": "Movement",
"mundane": "Mundane",
"n": "N",
"name": "Name",
"namealias": "NAME/PRIMARY ALIAS",
"nauticalmechanic": "Nautical Mechanic",
"navigation": "Navigation",
"near": "Near",
"negotiation": "Negotiation",
"none": "None",
"notes": "Notes",
"notoriety": "Notoriety",
"nuyen": "Nuyen",
"options": "Options",
"other": "Other",
"outdoorsgroup": "Outdoors Group",
"overflow": "Overflow",
"overflowmodifier": "Overflow Modifier",
"p": "P",
"high pain tolerance": "high pain tolerance",
"low pain tolerance": "low pain tolerance",
"damage compensators": "Damage Compensators (P/S): ",
"paintolerance": "Tolerancia al dolor",
"palming": "Escamotear",
"pc": "PJ",
"perception": "Percepción",
"performance": "Interpretación",
"permanent": "Permanente",
"persona": "Imagen",
"personal": "Datos personales",
"physical": "Physical",
"physical_limit": "Límite físico",
"physicalbonus": "Physical Bonus",
"physicaldamagetrack": "Physical Damage Track",
"physicallimit": "Physical Limit:",
"physicalskills": "Physical Skills",
"pilot": "pilot",
"pilotaerospace": "Pilot Aerospace",
"pilotaircraft": "Pilot Aircraft",
"pilotexoticvehicle": "Pilot Exotic Vehicle",
"pilotgroundcraft": "Pilot Ground Craft",
"pilotwalker": "Pilot Walker",
"pilotwatercraft": "Pilot Watercraft",
"pistols": "Pistols",
"player": "Jugador",
"plot": "Plot",
"power": "Poder",
"powers": "Powers",
"pr": "Professional Rating",
"prep": "Prep...",
"primary": "Primary",
"primaryarmor": "Primary Armor",
"primarylifestyle": "Primary Lifestyle",
"primarymeleeweapon": "Primary Melee Weapon",
"primaryrangedweapon": "Primary Ranged Weapon",
"programs": "Programs",
"projectileweapons": "Projectile Weapons",
"public": "Público",
"publicawareness": "Public Awereness",
"qualities": "Qualities",
"quality": "Quality",
"quantity": "Quantity",
"r": "R",
"radi": "Radi.",
"Radiation Protection": "Radiation Protection",
"range": "Rango",
"ranged": "Ranged",
"rating": "Puntuación",
"ratingmodifier": "Rating Modifier",
"rc": "RC",
"reach": "Reach",
"reaction": "Reacción",
"recoil": "Retroceso",
"registering": "Registrar",
"relatedlifestyle": "Related Lifestyles",
"resonance": "Resonance",
"resonanceskills": "Resonance Skills",
"rituals": "Rituals",
"ritualspellcasting": "Ritual Spellcasting",
"rtg": "RTG",
"running": "Running",
"s": "S",
"sa": "SA",
"seat": "Seat",
"self": "Self",
"sensor": "Sensor",
"sex": "Sexo",
"shadowamps": "Shadow Amps",
"sheetdescription": "Selecciona el tipo de hoja por defecto.",
"sheetselect": "Sheet Select",
"sheettype": "Sheet Type",
"skill": "Habilidad",
"skills": "Habilidades",
"sneaking": "Sneaking",
"soak": "Soak",
"social": "Social",
"social_limit": "Social Limit",
"sociallimit": "Social Limit: ",
"socialskills": "Social Skills",
"software": "Software",
"sorcery": "Hechicería",
"sorcerygroup": "Sorcery Group",
"special": "Especial",
"specialization": "Specialization",
"speed": "Speed",
"speedoff": "Speed (Off)",
"spellcasting": "Spellcasting",
"category": "Categoría",
"spells": "Hechizos",
"sprite": "Sprite",
"ss": "SS",
"stealthgroup": "Stealth Group",
"streetcred": "Street Cred",
"strength": "Fuerza",
"stun": "Aturdir",
"stunbonus": "Stun Bonus",
"stundamagetrack": "Stun Damage Track",
"style": "Estilo",
"submersion": "Submersion",
"summoning": "Summoning",
"survival": "Supervivencia",
"sustained": "Sustained",
"swimming": "Swimming",
"t": "T",
"t (a)": "T (A)",
"target": "Target",
"taskinggroup": "Tasking Group",
"technicalskills": "Technical Skills",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Temporary Modifiers",
"throwingweapons": "Throwing Weapons",
"topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"total": "Total",
"totalkarma": "Total Karma",
"tracking": "Tracking",
"type": "Type",
"unarmedcombat": "Unarmed Combat",
"vehicle": "Vehicle",
"vehicleskills": "Vehicle Skills",
"vehicleweapons": "Vehicle Weapons",
"w": "W",
"weakness": "Flaqueza",
"weapon": "Arma",
"weapons": "Armas",
"weight": "Peso",
"whisper": "Whisper",
"whisperdescription": "Configurar las tiradas por defecto como públicas o para el mj.",
"willpower": "Willpower",
"wounds": "Wounds",
"cancel": "Cancel",
"next": "Next",
"back": "Back",
"import": "Import",
"importer": "Importer",
"importecharacter": "Import Character",
"apply": "Apply",
"importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.",
"character name": "nombre del personaje",
"player name": "nombre del jugador",
"walk modifier": "walk modifier",
"run modifier": "run modifier",
"movement modifier": "movement modifier",
"preperations": "preperations",
"force": "fuerza",
"potency": "potency",
"trigger": "trigger",
"command": "command",
"contact": "contacto",
"time": "tiempo",
"adeptpowers": "Adept Powers or Other Abilities",
"whisper rolls to gm": "whisper rolls to gm"
}
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{
"a": "A",
"accel": "Accél",
"acceleration": "Accéleration",
"acid": "Acide",
"Acid Protection": "Protection contre l'acide",
"actinggroup": "Groupe Comédie",
"active": "Actif",
"aeronauticsmechanic": "Mécanicien aéronautique",
"age": "Âge",
"agility": "Agilité",
"alchemy": "Alchimie",
"ammo": "Munitions",
"animalhandling": "Dressage",
"ap": "PA",
"arcana": "Arcanes",
"Archery": "Armes de trait",
"armor": "Armure",
"armorer": "Armurier",
"armorrating": "Indice d'armure",
"arms": "Combat",
"artisan": "Artisan",
"assensing": "Observation astrale",
"astralcombat": "Combat Astral",
"astralini": "Init. astrale",
"astralinitiative": "Initiative Astrale",
"athleticsgroup": "Groupe Athlétisme",
"attack": "Attaque",
"attribute": "Attribut",
"attributearray": "Tableau d’attribut",
"attributes": "Attributs",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatiques",
"automotivemechanic": "Mécanique automobile",
"awakened": "Éveillé",
"b": "B",
"banishing": "Bannissement",
"base": "Base",
"baseslider": "Curseur de base",
"bf": "TR",
"binding": "Lien d'esprits",
"biotechgroup": "Groupe Biotech",
"biotechnology": "Biotechnologie",
"Blades": "Armes tranchantes",
"body": "Constitution",
"bonuses": "Bonus",
"c": "C",
"character": "Personnage",
"charisma": "Charisme",
"chemistry": "Chimie",
"close": "Mêlée",
"closecombatgroup": "Groupe Combat rapproché",
"clubs": "Armes contondantes",
"cold": "Froid",
"Cold Protection": "Protection contre le froid",
"combat": "Combat",
"combatskill": "Compétence de combat",
"combatskills": "Compétences de combat",
"combattype": "Type",
"compiling": "Compilation",
"complex form": "Forme complexe",
"composure": "Sang-froid",
"computer": "Informatique",
"con": "Escroquerie",
"conditionfooter": "Pour chaque 3 cases de dégâts sur n'importe quel moniteur de dégâts, le personnage prend un malus de -1 sur les tests; ces modificateurs sont cumulables au sein et entre les moniteurs de dégâts.",
"conditionmonitor": "Moniteur de condition",
"conditionmonitorm": "Moniteur de condition (M)",
"conditionmonitormodifiers": "Modificateurs de moniteur de condition (P/E)",
"conditionmonitorpm": "Moniteur de condition (P/M)",
"conditionmonitorps": "Moniteur de condition (P/E)",
"conjuring": "Conjuration",
"conjuringgroup": "Groupe Conjuration",
"connection": "Connexion",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. est le seul propriétaire des noms, logo, oeuvre, marques, photographies, sons, audio, vidéo et tout matériau breveté utilisé dans le cadre du jeu Shadowrun. The Topps Company, Inc. a accordé l’autorisation d’utiliser ces noms, logos, oeuvre, marques ou tout matériaux exclusifs à des fins promotionnelles et d’information sur son site Internet mais ne cautionne pas et n’est pas affilié à aucun titre officiel que ce soit.",
"core": "Feuille",
"corecombatinfo": "Principales infos de Combat",
"counterspelling": "Contresort",
"crackinggroup": "Groupe Piratage",
"cybercombat": "Cybercombat",
"cybertechnology": "Cybertechnologie",
"d6": "d6",
"dam": "Dég",
"damage": "Dégâts",
"damagetype": "Dégâts de combat",
"data_processing": "Traitement des données",
"dataproc": "Trait. Données",
"decompiling": "Décompilation",
"default": "Défausser",
"defense": "Défense",
"defense attribute": "Attributs de défence",
"defense matrix attribute": "Attributs de défence matricielle",
"demolitions": "Explosifs",
"detection": "Détection",
"device": "Appareil",
"devicerating": "Indice d'appareil",
"dice": "Dé",
"direct": "Direct",
"disenchanting": "Désenchantement",
"disguise": "Déguisement",
"diving": "Plongée",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Durée",
"e": "E",
"echos": "Échos",
"edge": "Chance",
"elec": "Elec.",
"Electrical Protection": "Protection contre l'életricité",
"Electronics Group": "Groupe Électronique",
"electronicwarfare": "Electronic Warfare",
"emerged": "Émergé",
"enchantinggroup": "Groupe Enchantement",
"engineeringgroup": "Groupe Ingénierie",
"escapeartist": "Évasion",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnie",
"etiquette": "Étiquette",
"exoticmelee": "Arme de mêlée exotique",
"exoticnote": "Les armes exotiques ne sont pas liés aux compétences. Utilisez l'entrée modificateur de dé pour paramétrer les dés de compétences.",
"exoticrange": "Arme à distance exotique",
"extended": "Étendu",
"f": "F",
"fa": "TA",
"fade": "Disparition",
"fadevalue": "Valeur de Disparition",
"fakeid": "Faux SIN",
"fakeidsrelated": "Faux SINs, styles de vie, fonds et permis associés",
"far": "Loin",
"favor": "Faveur",
"file": "Fichier",
"fire": "Feu",
"firearmsgroup": "Groupe Armes à feu",
"Fire Protection": "Protection contre le feu",
"firewall": "Firewall",
"firstaid": "Premiers soins",
"flight": "Vol",
"forgery": "Falsification",
"freefall": "Chute Libre",
"funds": "Fonds",
"gear": "Matos",
"gm": "Pour le MJ",
"gm-whisper": "Murmurer le Jet au MJ",
"/w GM": "/w MJ",
"grunt": "Brute",
"gunnery": "Artillerie",
"gymnastics": "Gymnastique",
"hacking": "Hacking",
"hand": "Main",
"handling": "Maniabilité",
"handoff": "Main (Off)",
"hardware": "Matériel électronique",
"health": "Santé",
"heavyweapons": "Armes lourdes",
"height-u": "Taille",
"host": "Serveur",
"host_rating": "Indice de serveur",
"i": "I",
"ic": "CI",
"ic limit": "Limite de CI",
"idslifestylecurrency": "IDs/Styles de vie/Argent",
"illusion": "Illusion",
"impersonation": "Imposture",
"indirect": "Indirect",
"industrialmechanic": "Mécanique industrielle",
"influencegroup": "Groupe Influence",
"initiate": "Initié",
"initiative": "Initiative",
"initiativedice": "Dé d'initiative",
"instant": "Instant",
"instruction": "Instruction",
"intimidation": "Intimidation",
"intrusioncountermeasures": "Contre-mesures d’intrusion",
"intuition": "Intuition",
"item": "Objet",
"judgeintentions": "Jauger les intentions",
"karma": "Karma",
"know": "Conn..",
"knowledgeskills": "Compétences de connaissances",
"l": "L",
"lang": "Lang..",
"languageskills": "Compétences linguistiques",
"leadership": "Commandement",
"level": "Niveau",
"licenses": "Permis",
"liftcarry": "Soulever/Transporter",
"limit": "Limite",
"limits": "Limites",
"locksmith": "Serrurerie",
"logic": "Logique",
"longarms": "Fusils",
"los": "CDV",
"los (a)": "CDV (Z)",
"loyalty": "Loyauté",
"m": "M",
"magic": "Magie",
"magicalskill": "Compétence magique",
"magicalskills": "Compétences magiques",
"magicres": "Magie/Résonance",
"mana": "Mana",
"manipulation": "Manipulation",
"martialarts": "Arts martiaux",
"matrix": "Matrice",
"matrixdevice": "Appareil matriciel",
"matrixinit": "Init. matricielle",
"matrixinitiative": "Initiative Matricielle",
"matrixsoak": "Encaissement matriciel",
"medicine": "Médecine",
"melee": "de mêlée",
"memory": "Mémoire",
"mental": "Mental",
"mental_limit": "Limite mentale",
"mentallimit": "Limite mentale",
"metamagic": "Métamagie",
"metatype": "Métatype",
"misc": "Divers",
"mode": "Mode",
"model": "Modèle",
"modeoptions": "Modes de tir",
"modes": "Modes",
"modifications": "Modifications",
"modifier": "Modificateur",
"modifierdice": "Dé modificateur",
"modifiers": "Modificateurs",
"movement": "Déplacement",
"mundane": "Ordinaire",
"n": "N",
"name": "Nom",
"namealias": "Nom/Alias principal",
"nauticalmechanic": "Mécanique nautique",
"navigation": "Navigation",
"near": "Près",
"negotiation": "Négociation",
"none": "Aucun",
"notes": "Notes",
"notoriety": "Rumeur",
"nuyen": "Nuyen",
"options": "Options",
"other": "Autre",
"outdoorsgroup": "Groupe Plein air",
"overflow": "Surplus",
"overflowmodifier": "Modificateur de surplus",
"p": "P",
"high pain tolerance": "Endurance à la douleur",
"low pain tolerance": "Sensibilité à la douleur",
"damage compensators": "Compensateur de dommages (P/E)",
"paintolerance": "Tolérance à la douleur",
"palming": "Escamotage",
"pc": "PJ",
"perception": "Perception",
"performance": "Représentation",
"permanent": "Permanent",
"persona": "Persona",
"personal": "Données personnelles",
"physical": "Physique",
"physical_limit": "Limite physique",
"physicalbonus": "Bonus physique",
"physicaldamagetrack": "Moniteur de dégâts physiques",
"physicallimit": "Limite physique",
"physicalskills": "Compétences physiques",
"pilot": "Autopilote",
"pilotaerospace": "Appareils spatiaux",
"pilotaircraft": "Appareils volants",
"pilotexoticvehicle": "Véhicule exotique",
"pilotgroundcraft": "Véhicules terrestres",
"pilotwalker": "Marcheurs",
"pilotwatercraft": "Véhicules aquatiques",
"pistols": "Pistolets",
"player": "Joueur",
"plot": "Complot",
"power": "Puissance",
"powers": "Pouvoirs",
"pr": "Indice professionnel",
"prep": "Prép...",
"primary": "Principale",
"primaryarmor": "Armure principale",
"primarylifestyle": "Style de vie principal",
"primarymeleeweapon": "Arme de mêlée principale",
"primaryrangedweapon": "Arme à distance principale",
"programs": "Programmes",
"projectileweapons": "Armes à projectiles",
"public": "Public",
"publicawareness": "Renommée",
"qualities": "Qualités",
"quality": "Qualité",
"quantity": "Quantité",
"r": "R",
"radi": "Ray.",
"Radiation Protection": "Protection contre les radiations",
"range": "Portée",
"ranged": "à distance",
"rating": "Indice",
"ratingmodifier": "Modificateur d'indice",
"rc": "CR",
"reach": "Allonge",
"reaction": "Réaction",
"recoil": "CR",
"registering": "Inscription",
"relatedlifestyle": "Styles de vies associés",
"resonance": "Résonance",
"resonanceskills": "Compétences de résonance",
"rituals": "Rituels",
"ritualspellcasting": "Magie rituelle",
"rtg": "IND",
"running": "Course",
"s": "S",
"sa": "SA",
"seat": "Siège",
"self": "Soi-même",
"sensor": "Senseurs",
"sex": "Sexe",
"shadowamps": "Implants",
"sheetdescription": "Définir le type de feuille par défaut.",
"sheetselect": "Sélection de la feuille",
"sheettype": "Type de feuille",
"skill": "Compétence",
"skills": "Compétences",
"sleaze": "Corruption",
"sneaking": "Discrétion",
"soak": "Encaisser",
"social": "Social",
"social_limit": "Limite sociale",
"sociallimit": "Limite sociale",
"socialskills": "Compétences sociales",
"software": "Logiciels",
"sorcery": "Sorcellerie",
"sorcerygroup": "Groupe Sorcellerie",
"special": "Spécial",
"specialization": "Spécialisation",
"speed": "Vitesse",
"speedoff": "Vitesse (Off)",
"spellcasting": "Lancement de sort",
"category": "Catégorie",
"spells": "Sorts",
"sprite": "Sprite",
"ss": "CC",
"stealthgroup": "Groupe Furtivité",
"streetcred": "Réputation",
"strength": "Force",
"stun": "Étourdissement",
"stunbonus": "Bonus étourdissant",
"stundamagetrack": "Moniteur de dégâts étourdissants",
"style": "Style",
"submersion": "Submersion",
"summoning": "Invocation",
"survival": "Survie",
"sustained": "Maintenu",
"swimming": "Natation",
"t": "C",
"t (a)": "C (Z)",
"target": "Cible",
"taskinggroup": "Groupe Technomancie",
"technicalskills": "Compétences techniques",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Modificateurs temporaires",
"throwingweapons": "Armes de jet",
"topps": "La Topps Company, Inc. a la propriété exclusive des noms, logos, illustrations, marques, photographies, sons, sons, audio, vidéo et/ou tout matériel exclusif utilisé en rapport avec le jeu Shadowrun. The Topps Company, Inc. a accordé la permission d'utiliser ces noms, logos, illustrations, marques et/ou tout matériel exclusif à des fins promotionnelles et informatives sur son site Web, mais n'endosse pas et n'est affilié à aucun titre officiel.",
"total": "Total ",
"totalkarma": "Karma total",
"tracking": "Pistage",
"type": "Type",
"unarmedcombat": "Combat à mains nues",
"vehicle": "Véhicule",
"vehicleskills": "Compétences de pilotage",
"vehicleweapons": "Armement de véhicule",
"w": "W",
"weakness": "Faiblesse",
"weapon": "Arme",
"weapons": "Armes",
"weight": "Poids",
"whisper": "Murmurer",
"whisperdescription": "Affectez la valeur par défaut pour lancer les dés en public ou au GM.",
"willpower": "Volonté",
"wounds": "Blessures",
"cancel": "Annuler",
"next": "Suivant",
"back": "Précédent",
"import": "Importer",
"importer": "Importateur",
"importecharacter": "Importer un personnage",
"apply": "Appliquer",
"importertext": "Vous pouvez importer un personnage avec un JSON de Chummer. Le propriétaire de la partie doit définir un Compendium dans les paramètres de la partie. Peu importe lequel vous choisissez. Le logiciel Charactermancer nécessite simplement d'en choisir un.",
"character name": "nom du personnage",
"player name": "nom du joueur",
"walk modifier": "modificateur de marche",
"run modifier": "modificateur de course",
"movement modifier": "modificateur de mouvement",
"preperations": "Préparations",
"force": "force",
"potency": "puissance",
"trigger": "déclencheur",
"command": "commandement",
"contact": "contact",
"time": "temps",
"adeptpowers": "Pouvoirs d'adepte ou autres capacités",
"whisper rolls to gm": "Murmurer le Jet au MJ"
}
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{
"a": "A",
"acc": "ACC",
"accel": "Accel",
"acceleration": "Acceleration",
"acid": "Acid",
"Acid Protection": "Acid Protection",
"actinggroup": "Acting Group",
"active": "Active",
"aeronauticsmechanic": "Aeronautics Mechanic",
"age": "Age",
"agility": "Agility",
"alchemy": "Alchemy",
"ammo": "Ammo",
"animalhandling": "Animal Handling",
"ap": "AP",
"arcana": "Arcana",
"archery": "Archery",
"armor": "Armor",
"armorer": "Armorer",
"armorrating": "Armor Rating",
"arms": "Arms",
"artisan": "Artisan",
"assensing": "Assensing",
"astralcombat": "Astral Combat",
"astralini": "Astral Ini",
"astralinitiative": "Astral Initiative",
"athleticsgroup": "Athletics Group",
"attack": "Attack",
"attribute": "Attribute",
"attributearray": "Attribute Array",
"attributes": "Attributes",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatics",
"automotivemechanic": "Automotive Mechanic",
"awakened": "Awakened",
"b": "B",
"banishing": "Banishing",
"base": "Base",
"baseslider": "Base slider",
"bf": "BF",
"binding": "Binding",
"biotechgroup": "Biotech Group",
"biotechnology": "Biotechnology",
"blades": "Blades",
"body": "Body",
"bonuses": "Bonuses",
"c": "C",
"character": "Character",
"charisma": "Charisma",
"chemistry": "Chemistry",
"close": "Close",
"closecombatgroup": "Close Combat Group",
"clubs": "Clubs",
"cold": "Cold",
"Cold Protection": "Cold Protection",
"combat": "Combat",
"combatskill": "Combat Skill",
"combatskills": "Combat Skills",
"combattype": "Combat Type",
"compiling": "Compiling",
"complex form": "Complex Form",
"composure": "Composure",
"computer": "Computer",
"con": "Con",
"conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.",
"conditionmonitor": "Condition Monitor",
"conditionmonitorm": "Condition Monitor (M)",
"conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ",
"conditionmonitorpm": "Condition Monitor (P/M)",
"conditionmonitorps": "Condition Monitor (P/S)",
"conjuring": "Conjuring",
"conjuringgroup": "Conjuring Group",
"connection": "Connection",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"core": "Core",
"corecombatinfo": "Core Combat Info",
"counterspelling": "Counterspelling",
"crackinggroup": "Cracking Group",
"cybercombat": "Cybercombat",
"cybertechnology": "Cybertechnology",
"d6": "d6",
"dam": "Dam",
"damage": "Damage",
"damagetype": "Combat Damage",
"dataproc": "Data Proc.",
"decompiling": "Decompiling",
"default": "Default a skill",
"defense": "Defense",
"defense attribute": "Defense Attribute",
"defense matrix attribute": "Defense Matrix Attribute",
"demolitions": "Demolitions",
"detection": "Detection",
"device": "Device",
"devicerating": "Device Rating",
"dice": "Dice",
"direct": "Direct",
"disenchanting": "Disenchanting",
"disguise": "Disguise",
"diving": "Diving",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Duration",
"e": "E",
"echos": "Echos",
"edge": "Edge",
"elec": "Elec.",
"Electrical Protection": "Electrical Protection",
"Electronics Group": "Electronics Group",
"electronicwarfare": "Electronic Warfare",
"emerged": "Emerged",
"enchantinggroup": "Enchanting Group",
"engineeringgroup": "Engineering Group",
"escapeartist": "Escape Artist",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnicity",
"etiquette": "Etiquette",
"exoticmelee": "Exotic Melee",
"exoticnote": "Exotics are not linked to skills. Use modifier Dice input to set skill dice.",
"exoticrange": "Exotic Range",
"extended": "Extended",
"f": "F",
"fa": "FA",
"fade": "Fade",
"fadevalue": "Fade Value",
"fakeid": "Fake ID",
"fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses",
"far": "Far",
"favor": "Favor",
"file": "File",
"fire": "Fire",
"firearmsgroup": "Firearms Group",
"Fire Protection": "Fire Protection",
"firewall": "Firewall",
"firstaid": "First Aid",
"flight": "Flight",
"forgery": "Forgery",
"freefall": "Free Fall",
"funds": "Funds",
"gear": "Gear",
"gm": "To GM",
"gm-whisper": "Whisper Roll to GM",
"/w GM": "/w GM",
"grunt": "Grunt",
"gunnery": "Gunnery",
"gymnastics": "Gymnastics",
"hacking": "Hacking",
"hand": "Hand",
"handling": "Handling",
"handoff": "Hand (Off)",
"hardware": "Hardware",
"health": "Health",
"heavyweapons": "Heavy Weapons",
"height-u": "Height",
"host": "Host",
"host_rating": "Host Rating",
"i": "I",
"ic": "IC",
"ic limit": "IC Limit",
"idslifestylecurrency": "IDs/Lifestyles/Currency",
"illusion": "Illusion",
"impersonation": "Impersonation",
"indirect": "Indirect",
"industrialmechanic": "Industrial Mechanic",
"influencegroup": "Influence Group",
"initiate": "Initiate",
"initiative": "Initiative",
"initiativedice": "Initiative Dice",
"instant": "Instant",
"instruction": "Instruction",
"intimidation": "Intimidation",
"intrusioncountermeasures": "Intrusion Countermeasures",
"intuition": "Intuition",
"item": "Item",
"judgeintentions": "Judge Intentions",
"karma": "Karma",
"know": "Know..",
"knowledgeskills": "Knowledge Skills",
"l": "L",
"lang": "Lang..",
"languageskills": "Language Skills",
"leadership": "Leadership",
"level": "Level",
"licenses": "Licenses",
"liftcarry": "Lift & Carry",
"limit": "Limit",
"limits": "Limits",
"locksmith": "Locksmith",
"logic": "Logic",
"longarms": "Longarms",
"los": "LOS",
"los (a)": "LOS (A)",
"loyalty": "Loyalty",
"m": "M",
"magic": "Magic",
"magicalskill": "Magical Skill",
"magicalskills": "Magical Skills",
"magicres": "Magic/Resonance",
"mana": "Mana",
"manipulation": "Manipulation",
"martialarts": "Martial Arts",
"matrix": "Matrix",
"matrixdevice": "Matrix Device",
"matrixinit": "Matrix Ini",
"matrixinitiative": "Matrix Initiative",
"matrixsoak": "Matrix Soak",
"medicine": "Medicine",
"melee": "Melee",
"memory": "Memory",
"mental": "Mental",
"mental_limit": "Mental Limit",
"mentallimit": "Mental Limit:",
"metamagic": "Metamagic",
"metatype": "Metatype",
"misc": "Misc",
"mode": "Mode",
"model": "Model",
"modeoptions": "Mode Options",
"modes": "Modes",
"modifications": "Modifications",
"modifier": "Modifier",
"modifierdice": "Modifier Dice",
"modifiers": "Modifiers",
"movement": "Movement",
"mundane": "Mundane",
"n": "N",
"name": "Name",
"namealias": "NAME/PRIMARY ALIAS",
"nauticalmechanic": "Nautical Mechanic",
"navigation": "Navigation",
"near": "Near",
"negotiation": "Negotiation",
"none": "None",
"notes": "Notes",
"notoriety": "Notoriety",
"nuyen": "Nuyen",
"options": "Options",
"other": "Other",
"outdoorsgroup": "Outdoors Group",
"overflow": "Overflow",
"overflowmodifier": "Overflow Modifier",
"p": "P",
"high pain tolerance": "high pain tolerance",
"low pain tolerance": "low pain tolerance",
"damage compensators": "Damage Compensators (P/S): ",
"paintolerance": "Pain Tolerance",
"palming": "Palming",
"pc": "PC",
"perception": "Perception",
"performance": "Performance",
"permanent": "Permanent",
"persona": "Persona",
"personal": "Personal Data",
"physical": "Physical",
"physical_limit": "Physical Limit",
"physicalbonus": "Physical Bonus",
"physicaldamagetrack": "Physical Damage Track",
"physicallimit": "Physical Limit:",
"physicalskills": "Physical Skills",
"pilot": "pilot",
"pilotaerospace": "Pilot Aerospace",
"pilotaircraft": "Pilot Aircraft",
"pilotexoticvehicle": "Pilot Exotic Vehicle",
"pilotgroundcraft": "Pilot Ground Craft",
"pilotwalker": "Pilot Walker",
"pilotwatercraft": "Pilot Watercraft",
"pistols": "Pistols",
"player": "Player",
"plot": "Plot",
"power": "Power",
"powers": "Powers",
"pr": "Professional Rating",
"prep": "Prep...",
"primary": "Primary",
"primaryarmor": "Primary Armor",
"primarylifestyle": "Primary Lifestyle",
"primarymeleeweapon": "Primary Melee Weapon",
"primaryrangedweapon": "Primary Ranged Weapon",
"programs": "Programs",
"projectileweapons": "Projectile Weapons",
"public": "Public",
"publicawareness": "Public Awereness",
"qualities": "Qualities",
"quality": "Quality",
"quantity": "Quantity",
"r": "R",
"radi": "Radi.",
"Radiation Protection": "Radiation Protection",
"range": "Range",
"ranged": "Ranged",
"rating": "Rating",
"ratingmodifier": "Rating Modifier",
"rc": "RC",
"reach": "Reach",
"reaction": "Reaction",
"recoil": "Recoil",
"registering": "Registering",
"relatedlifestyle": "Related Lifestyles",
"resonance": "Resonance",
"resonanceskills": "Resonance Skills",
"rituals": "Rituals",
"ritualspellcasting": "Ritual Spellcasting",
"rtg": "RTG",
"running": "Running",
"s": "S",
"sa": "SA",
"seat": "Seat",
"self": "Self",
"sensor": "Sensor",
"sex": "Sex",
"shadowamps": "Shadow Amps",
"sheetdescription": "Set the default sheet type.",
"sheetselect": "Sheet Select",
"sheettype": "Sheet Type",
"skill": "Skill",
"skills": "Skills",
"sneaking": "Sneaking",
"soak": "Soak",
"social": "Social",
"social_limit": "Social Limit",
"sociallimit": "Social Limit: ",
"socialskills": "Social Skills",
"software": "Software",
"sorcery": "Sorcery",
"sorcerygroup": "Sorcery Group",
"special": "Special",
"specialization": "Specialization",
"speed": "Speed",
"speedoff": "Speed (Off)",
"spellcasting": "Spellcasting",
"category": "Category",
"spells": "Spells",
"sprite": "Sprite",
"ss": "SS",
"stealthgroup": "Stealth Group",
"streetcred": "Street Cred",
"strength": "Strength",
"stun": "Stun",
"stunbonus": "Stun Bonus",
"stundamagetrack": "Stun Damage Track",
"style": "Style",
"submersion": "Submersion",
"summoning": "Summoning",
"survival": "Survival",
"sustained": "Sustained",
"swimming": "Swimming",
"t": "T",
"t (a)": "T (A)",
"target": "Target",
"taskinggroup": "Tasking Group",
"technicalskills": "Technical Skills",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Temporary Modifiers",
"throwingweapons": "Throwing Weapons",
"topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"total": "Total",
"totalkarma": "Total Karma",
"tracking": "Tracking",
"type": "Type",
"unarmedcombat": "Unarmed Combat",
"vehicle": "Vehicle",
"vehicleskills": "Vehicle Skills",
"vehicleweapons": "Vehicle Weapons",
"w": "W",
"weakness": "Weakness",
"weapon": "Weapon",
"weapons": "Weapons",
"weight": "Weight",
"whisper": "Whisper",
"whisperdescription": "Set the default for rolling in public or to gm.",
"willpower": "Willpower",
"wounds": "Wounds",
"cancel": "Cancel",
"next": "Next",
"back": "Back",
"import": "Import",
"importer": "Importer",
"importecharacter": "Import Character",
"apply": "Apply",
"importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.",
"character name": "character name",
"player name": "player name",
"walk modifier": "walk modifier",
"run modifier": "run modifier",
"movement modifier": "movement modifier",
"preperations": "preperations",
"force": "force",
"potency": "potency",
"trigger": "trigger",
"command": "command",
"contact": "contact",
"time": "time",
"adeptpowers": "Adept Powers or Other Abilities",
"whisper rolls to gm": "whisper rolls to gm"
}
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{
"a": "A",
"acc": "ACC",
"accel": "Accel",
"acceleration": "Acceleration",
"acid": "Acid",
"Acid Protection": "Acid Protection",
"actinggroup": "Acting Group",
"active": "Active",
"aeronauticsmechanic": "Aeronautics Mechanic",
"age": "Age",
"agility": "Agility",
"alchemy": "Alchemy",
"ammo": "Ammo",
"animalhandling": "Animal Handling",
"ap": "AP",
"arcana": "Arcana",
"archery": "Archery",
"armor": "Armor",
"armorer": "Armorer",
"armorrating": "Armor Rating",
"arms": "Arms",
"artisan": "Artisan",
"assensing": "Assensing",
"astralcombat": "Astral Combat",
"astralini": "Astral Ini",
"astralinitiative": "Astral Initiative",
"athleticsgroup": "Athletics Group",
"attack": "Attack",
"attribute": "Attribute",
"attributearray": "Attribute Array",
"attributes": "Attributes",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatics",
"automotivemechanic": "Automotive Mechanic",
"awakened": "Awakened",
"b": "B",
"banishing": "Banishing",
"base": "Base",
"baseslider": "Base slider",
"bf": "BF",
"binding": "Binding",
"biotechgroup": "Biotech Group",
"biotechnology": "Biotechnology",
"blades": "Blades",
"body": "Body",
"bonuses": "Bonuses",
"c": "C",
"character": "Character",
"charisma": "Charisma",
"chemistry": "Chemistry",
"close": "Close",
"closecombatgroup": "Close Combat Group",
"clubs": "Clubs",
"cold": "Cold",
"Cold Protection": "Cold Protection",
"combat": "Combat",
"combatskill": "Combat Skill",
"combatskills": "Combat Skills",
"combattype": "Combat Type",
"compiling": "Compiling",
"complex form": "Complex Form",
"composure": "Composure",
"computer": "Computer",
"con": "Con",
"conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.",
"conditionmonitor": "Condition Monitor",
"conditionmonitorm": "Condition Monitor (M)",
"conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ",
"conditionmonitorpm": "Condition Monitor (P/M)",
"conditionmonitorps": "Condition Monitor (P/S)",
"conjuring": "Conjuring",
"conjuringgroup": "Conjuring Group",
"connection": "Connection",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"core": "Core",
"corecombatinfo": "Core Combat Info",
"counterspelling": "Counterspelling",
"crackinggroup": "Cracking Group",
"cybercombat": "Cybercombat",
"cybertechnology": "Cybertechnology",
"d6": "d6",
"dam": "Dam",
"damage": "Damage",
"damagetype": "Combat Damage",
"dataproc": "Data Proc.",
"decompiling": "Decompiling",
"default": "Default a skill",
"defense": "Defense",
"defense attribute": "Defense Attribute",
"defense matrix attribute": "Defense Matrix Attribute",
"demolitions": "Demolitions",
"detection": "Detection",
"device": "Device",
"devicerating": "Device Rating",
"dice": "Dice",
"direct": "Direct",
"disenchanting": "Disenchanting",
"disguise": "Disguise",
"diving": "Diving",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Duration",
"e": "E",
"echos": "Echos",
"edge": "Edge",
"elec": "Elec.",
"Electrical Protection": "Electrical Protection",
"Electronics Group": "Electronics Group",
"electronicwarfare": "Electronic Warfare",
"emerged": "Emerged",
"enchantinggroup": "Enchanting Group",
"engineeringgroup": "Engineering Group",
"escapeartist": "Escape Artist",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnicity",
"etiquette": "Etiquette",
"exoticmelee": "Exotic Melee",
"exoticnote": "Exotics are not linked to skills. Use modifier Dice input to set skill dice.",
"exoticrange": "Exotic Range",
"extended": "Extended",
"f": "F",
"fa": "FA",
"fade": "Fade",
"fadevalue": "Fade Value",
"fakeid": "Fake ID",
"fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses",
"far": "Far",
"favor": "Favor",
"file": "File",
"fire": "Fire",
"firearmsgroup": "Firearms Group",
"Fire Protection": "Fire Protection",
"firewall": "Firewall",
"firstaid": "First Aid",
"flight": "Flight",
"forgery": "Forgery",
"freefall": "Free Fall",
"funds": "Funds",
"gear": "Gear",
"gm": "To GM",
"gm-whisper": "Whisper Roll to GM",
"/w GM": "/w GM",
"grunt": "Grunt",
"gunnery": "Gunnery",
"gymnastics": "Gymnastics",
"hacking": "Hacking",
"hand": "Hand",
"handling": "Handling",
"handoff": "Hand (Off)",
"hardware": "Hardware",
"health": "Health",
"heavyweapons": "Heavy Weapons",
"height-u": "Height",
"host": "Host",
"host_rating": "Host Rating",
"i": "I",
"ic": "IC",
"ic limit": "IC Limit",
"idslifestylecurrency": "IDs/Lifestyles/Currency",
"illusion": "Illusion",
"impersonation": "Impersonation",
"indirect": "Indirect",
"industrialmechanic": "Industrial Mechanic",
"influencegroup": "Influence Group",
"initiate": "Initiate",
"initiative": "Initiative",
"initiativedice": "Initiative Dice",
"instant": "Instant",
"instruction": "Instruction",
"intimidation": "Intimidation",
"intrusioncountermeasures": "Intrusion Countermeasures",
"intuition": "Intuition",
"item": "Item",
"judgeintentions": "Judge Intentions",
"karma": "Karma",
"know": "Know..",
"knowledgeskills": "Knowledge Skills",
"l": "L",
"lang": "Lang..",
"languageskills": "Language Skills",
"leadership": "Leadership",
"level": "Level",
"licenses": "Licenses",
"liftcarry": "Lift & Carry",
"limit": "Limit",
"limits": "Limits",
"locksmith": "Locksmith",
"logic": "Logic",
"longarms": "Longarms",
"los": "LOS",
"los (a)": "LOS (A)",
"loyalty": "Loyalty",
"m": "M",
"magic": "Magic",
"magicalskill": "Magical Skill",
"magicalskills": "Magical Skills",
"magicres": "Magic/Resonance",
"mana": "Mana",
"manipulation": "Manipulation",
"martialarts": "Martial Arts",
"matrix": "Matrix",
"matrixdevice": "Matrix Device",
"matrixinit": "Matrix Ini",
"matrixinitiative": "Matrix Initiative",
"matrixsoak": "Matrix Soak",
"medicine": "Medicine",
"melee": "Melee",
"memory": "Memory",
"mental": "Mental",
"mental_limit": "Mental Limit",
"mentallimit": "Mental Limit:",
"metamagic": "Metamagic",
"metatype": "Metatype",
"misc": "Misc",
"mode": "Mode",
"model": "Model",
"modeoptions": "Mode Options",
"modes": "Modes",
"modifications": "Modifications",
"modifier": "Modifier",
"modifierdice": "Modifier Dice",
"modifiers": "Modifiers",
"movement": "Movement",
"mundane": "Mundane",
"n": "N",
"name": "Name",
"namealias": "NAME/PRIMARY ALIAS",
"nauticalmechanic": "Nautical Mechanic",
"navigation": "Navigation",
"near": "Near",
"negotiation": "Negotiation",
"none": "None",
"notes": "Notes",
"notoriety": "Notoriety",
"nuyen": "Nuyen",
"options": "Options",
"other": "Other",
"outdoorsgroup": "Outdoors Group",
"overflow": "Overflow",
"overflowmodifier": "Overflow Modifier",
"p": "P",
"high pain tolerance": "high pain tolerance",
"low pain tolerance": "low pain tolerance",
"damage compensators": "Damage Compensators (P/S): ",
"paintolerance": "Pain Tolerance",
"palming": "Palming",
"pc": "PC",
"perception": "Perception",
"performance": "Performance",
"permanent": "Permanent",
"persona": "Persona",
"personal": "Personal Data",
"physical": "Physical",
"physical_limit": "Physical Limit",
"physicalbonus": "Physical Bonus",
"physicaldamagetrack": "Physical Damage Track",
"physicallimit": "Physical Limit:",
"physicalskills": "Physical Skills",
"pilot": "pilot",
"pilotaerospace": "Pilot Aerospace",
"pilotaircraft": "Pilot Aircraft",
"pilotexoticvehicle": "Pilot Exotic Vehicle",
"pilotgroundcraft": "Pilot Ground Craft",
"pilotwalker": "Pilot Walker",
"pilotwatercraft": "Pilot Watercraft",
"pistols": "Pistols",
"player": "Player",
"plot": "Plot",
"power": "Power",
"powers": "Powers",
"pr": "Professional Rating",
"prep": "Prep...",
"primary": "Primary",
"primaryarmor": "Primary Armor",
"primarylifestyle": "Primary Lifestyle",
"primarymeleeweapon": "Primary Melee Weapon",
"primaryrangedweapon": "Primary Ranged Weapon",
"programs": "Programs",
"projectileweapons": "Projectile Weapons",
"public": "Public",
"publicawareness": "Public Awereness",
"qualities": "Qualities",
"quality": "Quality",
"quantity": "Quantity",
"r": "R",
"radi": "Radi.",
"Radiation Protection": "Radiation Protection",
"range": "Range",
"ranged": "Ranged",
"rating": "Rating",
"ratingmodifier": "Rating Modifier",
"rc": "RC",
"reach": "Reach",
"reaction": "Reaction",
"recoil": "Recoil",
"registering": "Registering",
"relatedlifestyle": "Related Lifestyles",
"resonance": "Resonance",
"resonanceskills": "Resonance Skills",
"rituals": "Rituals",
"ritualspellcasting": "Ritual Spellcasting",
"rtg": "RTG",
"running": "Running",
"s": "S",
"sa": "SA",
"seat": "Seat",
"self": "Self",
"sensor": "Sensor",
"sex": "Sex",
"shadowamps": "Shadow Amps",
"sheetdescription": "Set the default sheet type.",
"sheetselect": "Sheet Select",
"sheettype": "Sheet Type",
"skill": "Skill",
"skills": "Skills",
"sneaking": "Sneaking",
"soak": "Soak",
"social": "Social",
"social_limit": "Social Limit",
"sociallimit": "Social Limit: ",
"socialskills": "Social Skills",
"software": "Software",
"sorcery": "Sorcery",
"sorcerygroup": "Sorcery Group",
"special": "Special",
"specialization": "Specialization",
"speed": "Speed",
"speedoff": "Speed (Off)",
"spellcasting": "Spellcasting",
"category": "Category",
"spells": "Spells",
"sprite": "Sprite",
"ss": "SS",
"stealthgroup": "Stealth Group",
"streetcred": "Street Cred",
"strength": "Strength",
"stun": "Stun",
"stunbonus": "Stun Bonus",
"stundamagetrack": "Stun Damage Track",
"style": "Style",
"submersion": "Submersion",
"summoning": "Summoning",
"survival": "Survival",
"sustained": "Sustained",
"swimming": "Swimming",
"t": "T",
"t (a)": "T (A)",
"target": "Target",
"taskinggroup": "Tasking Group",
"technicalskills": "Technical Skills",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Temporary Modifiers",
"throwingweapons": "Throwing Weapons",
"topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"total": "Total",
"totalkarma": "Total Karma",
"tracking": "Tracking",
"type": "Type",
"unarmedcombat": "Unarmed Combat",
"vehicle": "Vehicle",
"vehicleskills": "Vehicle Skills",
"vehicleweapons": "Vehicle Weapons",
"w": "W",
"weakness": "Weakness",
"weapon": "Weapon",
"weapons": "Weapons",
"weight": "Weight",
"whisper": "Whisper",
"whisperdescription": "Set the default for rolling in public or to gm.",
"willpower": "Willpower",
"wounds": "Wounds",
"cancel": "Cancel",
"next": "Next",
"back": "Back",
"import": "Import",
"importer": "Importer",
"importecharacter": "Import Character",
"apply": "Apply",
"importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.",
"character name": "character name",
"player name": "player name",
"walk modifier": "walk modifier",
"run modifier": "run modifier",
"movement modifier": "movement modifier",
"preperations": "preperations",
"force": "force",
"potency": "potency",
"trigger": "trigger",
"command": "command",
"contact": "contact",
"time": "time",
"adeptpowers": "Adept Powers or Other Abilities",
"whisper rolls to gm": "whisper rolls to gm"
}
+403
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@@ -0,0 +1,403 @@
{
"a": "A",
"acc": "ACC",
"accel": "Accel",
"acceleration": "Acceleration",
"acid": "Acid",
"Acid Protection": "Acid Protection",
"actinggroup": "Acting Group",
"active": "Active",
"aeronauticsmechanic": "Aeronautics Mechanic",
"age": "Age",
"agility": "Agility",
"alchemy": "Alchemy",
"ammo": "Ammo",
"animalhandling": "Animal Handling",
"ap": "AP",
"arcana": "Arcana",
"archery": "Archery",
"armor": "Armor",
"armorer": "Armorer",
"armorrating": "Armor Rating",
"arms": "Arms",
"artisan": "Artisan",
"assensing": "Assensing",
"astralcombat": "Astral Combat",
"astralini": "Astral Ini",
"astralinitiative": "Astral Initiative",
"athleticsgroup": "Athletics Group",
"attack": "Attack",
"attribute": "Attribute",
"attributearray": "Attribute Array",
"attributes": "Attributes",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatics",
"automotivemechanic": "Automotive Mechanic",
"awakened": "Awakened",
"b": "B",
"banishing": "Banishing",
"base": "Base",
"baseslider": "Base slider",
"bf": "BF",
"binding": "Binding",
"biotechgroup": "Biotech Group",
"biotechnology": "Biotechnology",
"blades": "Blades",
"body": "Body",
"bonuses": "Bonuses",
"c": "C",
"character": "Character",
"charisma": "Charisma",
"chemistry": "Chemistry",
"close": "Close",
"closecombatgroup": "Close Combat Group",
"clubs": "Clubs",
"cold": "Cold",
"Cold Protection": "Cold Protection",
"combat": "Combat",
"combatskill": "Combat Skill",
"combatskills": "Combat Skills",
"combattype": "Combat Type",
"compiling": "Compiling",
"complex form": "Complex Form",
"composure": "Composure",
"computer": "Computer",
"con": "Con",
"conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.",
"conditionmonitor": "Condition Monitor",
"conditionmonitorm": "Condition Monitor (M)",
"conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ",
"conditionmonitorpm": "Condition Monitor (P/M)",
"conditionmonitorps": "Condition Monitor (P/S)",
"conjuring": "Conjuring",
"conjuringgroup": "Conjuring Group",
"connection": "Connection",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"core": "Core",
"corecombatinfo": "Core Combat Info",
"counterspelling": "Counterspelling",
"crackinggroup": "Cracking Group",
"cybercombat": "Cybercombat",
"cybertechnology": "Cybertechnology",
"d6": "d6",
"dam": "Dam",
"damage": "Damage",
"damagetype": "Combat Damage",
"dataproc": "Data Proc.",
"decompiling": "Decompiling",
"default": "Default a skill",
"defense": "Defense",
"defense attribute": "Defense Attribute",
"defense matrix attribute": "Defense Matrix Attribute",
"demolitions": "Demolitions",
"detection": "Detection",
"device": "Device",
"devicerating": "Device Rating",
"dice": "Dice",
"direct": "Direct",
"disenchanting": "Disenchanting",
"disguise": "Disguise",
"diving": "Diving",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Duration",
"e": "E",
"echos": "Echos",
"edge": "Edge",
"elec": "Elec.",
"Electrical Protection": "Electrical Protection",
"Electronics Group": "Electronics Group",
"electronicwarfare": "Electronic Warfare",
"emerged": "Emerged",
"enchantinggroup": "Enchanting Group",
"engineeringgroup": "Engineering Group",
"escapeartist": "Escape Artist",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnicity",
"etiquette": "Etiquette",
"exoticmelee": "Exotic Melee",
"exoticnote": "Exotics are not linked to skills. Use modifier Dice input to set skill dice.",
"exoticrange": "Exotic Range",
"extended": "Extended",
"f": "F",
"fa": "FA",
"fade": "Fade",
"fadevalue": "Fade Value",
"fakeid": "Fake ID",
"fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses",
"far": "Far",
"favor": "Favor",
"file": "File",
"fire": "Fire",
"firearmsgroup": "Firearms Group",
"Fire Protection": "Fire Protection",
"firewall": "Firewall",
"firstaid": "First Aid",
"flight": "Flight",
"forgery": "Forgery",
"freefall": "Free Fall",
"funds": "Funds",
"gear": "Gear",
"gm": "To GM",
"gm-whisper": "Whisper Roll to GM",
"/w GM": "/w GM",
"grunt": "Grunt",
"gunnery": "Gunnery",
"gymnastics": "Gymnastics",
"hacking": "Hacking",
"hand": "Hand",
"handling": "Handling",
"handoff": "Hand (Off)",
"hardware": "Hardware",
"health": "Health",
"heavyweapons": "Heavy Weapons",
"height-u": "Height",
"host": "Host",
"host_rating": "Host Rating",
"i": "I",
"ic": "IC",
"ic limit": "IC Limit",
"idslifestylecurrency": "IDs/Lifestyles/Currency",
"illusion": "Illusion",
"impersonation": "Impersonation",
"indirect": "Indirect",
"industrialmechanic": "Industrial Mechanic",
"influencegroup": "Influence Group",
"initiate": "Initiate",
"initiative": "Initiative",
"initiativedice": "Initiative Dice",
"instant": "Instant",
"instruction": "Instruction",
"intimidation": "Intimidation",
"intrusioncountermeasures": "Intrusion Countermeasures",
"intuition": "Intuition",
"item": "Item",
"judgeintentions": "Judge Intentions",
"karma": "Karma",
"know": "Know..",
"knowledgeskills": "Knowledge Skills",
"l": "L",
"lang": "Lang..",
"languageskills": "Language Skills",
"leadership": "Leadership",
"level": "Level",
"licenses": "Licenses",
"liftcarry": "Lift & Carry",
"limit": "Limit",
"limits": "Limits",
"locksmith": "Locksmith",
"logic": "Logic",
"longarms": "Longarms",
"los": "LOS",
"los (a)": "LOS (A)",
"loyalty": "Loyalty",
"m": "M",
"magic": "Magic",
"magicalskill": "Magical Skill",
"magicalskills": "Magical Skills",
"magicres": "Magic/Resonance",
"mana": "Mana",
"manipulation": "Manipulation",
"martialarts": "Martial Arts",
"matrix": "Matrix",
"matrixdevice": "Matrix Device",
"matrixinit": "Matrix Ini",
"matrixinitiative": "Matrix Initiative",
"matrixsoak": "Matrix Soak",
"medicine": "Medicine",
"melee": "Melee",
"memory": "Memory",
"mental": "Mental",
"mental_limit": "Mental Limit",
"mentallimit": "Mental Limit:",
"metamagic": "Metamagic",
"metatype": "Metatype",
"misc": "Misc",
"mode": "Mode",
"model": "Model",
"modeoptions": "Mode Options",
"modes": "Modes",
"modifications": "Modifications",
"modifier": "Modifier",
"modifierdice": "Modifier Dice",
"modifiers": "Modifiers",
"movement": "Movement",
"mundane": "Mundane",
"n": "N",
"name": "Name",
"namealias": "NAME/PRIMARY ALIAS",
"nauticalmechanic": "Nautical Mechanic",
"navigation": "Navigation",
"near": "Near",
"negotiation": "Negotiation",
"none": "None",
"notes": "Notes",
"notoriety": "Notoriety",
"nuyen": "Nuyen",
"options": "Options",
"other": "Other",
"outdoorsgroup": "Outdoors Group",
"overflow": "Overflow",
"overflowmodifier": "Overflow Modifier",
"p": "P",
"high pain tolerance": "high pain tolerance",
"low pain tolerance": "low pain tolerance",
"damage compensators": "Damage Compensators (P/S): ",
"paintolerance": "Pain Tolerance",
"palming": "Palming",
"pc": "PC",
"perception": "Perception",
"performance": "Performance",
"permanent": "Permanent",
"persona": "Persona",
"personal": "Personal Data",
"physical": "Physical",
"physical_limit": "Physical Limit",
"physicalbonus": "Physical Bonus",
"physicaldamagetrack": "Physical Damage Track",
"physicallimit": "Physical Limit:",
"physicalskills": "Physical Skills",
"pilot": "pilot",
"pilotaerospace": "Pilot Aerospace",
"pilotaircraft": "Pilot Aircraft",
"pilotexoticvehicle": "Pilot Exotic Vehicle",
"pilotgroundcraft": "Pilot Ground Craft",
"pilotwalker": "Pilot Walker",
"pilotwatercraft": "Pilot Watercraft",
"pistols": "Pistols",
"player": "Player",
"plot": "Plot",
"power": "Power",
"powers": "Powers",
"pr": "Professional Rating",
"prep": "Prep...",
"primary": "Primary",
"primaryarmor": "Primary Armor",
"primarylifestyle": "Primary Lifestyle",
"primarymeleeweapon": "Primary Melee Weapon",
"primaryrangedweapon": "Primary Ranged Weapon",
"programs": "Programs",
"projectileweapons": "Projectile Weapons",
"public": "Public",
"publicawareness": "Public Awereness",
"qualities": "Qualities",
"quality": "Quality",
"quantity": "Quantity",
"r": "R",
"radi": "Radi.",
"Radiation Protection": "Radiation Protection",
"range": "Range",
"ranged": "Ranged",
"rating": "Rating",
"ratingmodifier": "Rating Modifier",
"rc": "RC",
"reach": "Reach",
"reaction": "Reaction",
"recoil": "Recoil",
"registering": "Registering",
"relatedlifestyle": "Related Lifestyles",
"resonance": "Resonance",
"resonanceskills": "Resonance Skills",
"rituals": "Rituals",
"ritualspellcasting": "Ritual Spellcasting",
"rtg": "RTG",
"running": "Running",
"s": "S",
"sa": "SA",
"seat": "Seat",
"self": "Self",
"sensor": "Sensor",
"sex": "Sex",
"shadowamps": "Shadow Amps",
"sheetdescription": "Set the default sheet type.",
"sheetselect": "Sheet Select",
"sheettype": "Sheet Type",
"skill": "Skill",
"skills": "Skills",
"sneaking": "Sneaking",
"soak": "Soak",
"social": "Social",
"social_limit": "Social Limit",
"sociallimit": "Social Limit: ",
"socialskills": "Social Skills",
"software": "Software",
"sorcery": "Sorcery",
"sorcerygroup": "Sorcery Group",
"special": "Special",
"specialization": "Specialization",
"speed": "Speed",
"speedoff": "Speed (Off)",
"spellcasting": "Spellcasting",
"category": "Category",
"spells": "Spells",
"sprite": "Sprite",
"ss": "SS",
"stealthgroup": "Stealth Group",
"streetcred": "Street Cred",
"strength": "Strength",
"stun": "Stun",
"stunbonus": "Stun Bonus",
"stundamagetrack": "Stun Damage Track",
"style": "Style",
"submersion": "Submersion",
"summoning": "Summoning",
"survival": "Survival",
"sustained": "Sustained",
"swimming": "Swimming",
"t": "T",
"t (a)": "T (A)",
"target": "Target",
"taskinggroup": "Tasking Group",
"technicalskills": "Technical Skills",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Temporary Modifiers",
"throwingweapons": "Throwing Weapons",
"topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"total": "Total",
"totalkarma": "Total Karma",
"tracking": "Tracking",
"type": "Type",
"unarmedcombat": "Unarmed Combat",
"vehicle": "Vehicle",
"vehicleskills": "Vehicle Skills",
"vehicleweapons": "Vehicle Weapons",
"w": "W",
"weakness": "Weakness",
"weapon": "Weapon",
"weapons": "Weapons",
"weight": "Weight",
"whisper": "Whisper",
"whisperdescription": "Set the default for rolling in public or to gm.",
"willpower": "Willpower",
"wounds": "Wounds",
"cancel": "Cancel",
"next": "Next",
"back": "Back",
"import": "Import",
"importer": "Importer",
"importecharacter": "Import Character",
"apply": "Apply",
"importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.",
"character name": "character name",
"player name": "player name",
"walk modifier": "walk modifier",
"run modifier": "run modifier",
"movement modifier": "movement modifier",
"preperations": "preperations",
"force": "force",
"potency": "potency",
"trigger": "trigger",
"command": "command",
"contact": "contact",
"time": "time",
"adeptpowers": "Adept Powers or Other Abilities",
"whisper rolls to gm": "whisper rolls to gm"
}
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{
"a": "A",
"acc": "ACC",
"accel": "Accel",
"acceleration": "Acceleration",
"acid": "Acid",
"Acid Protection": "Acid Protection",
"actinggroup": "Acting Group",
"active": "Active",
"aeronauticsmechanic": "Aeronautics Mechanic",
"age": "Age",
"agility": "Agility",
"alchemy": "Alchemy",
"ammo": "Ammo",
"animalhandling": "Animal Handling",
"ap": "AP",
"arcana": "Arcana",
"archery": "Archery",
"armor": "Armor",
"armorer": "Armorer",
"armorrating": "Armor Rating",
"arms": "Arms",
"artisan": "Artisan",
"assensing": "Assensing",
"astralcombat": "Astral Combat",
"astralini": "Astral Ini",
"astralinitiative": "Astral Initiative",
"athleticsgroup": "Athletics Group",
"attack": "Attack",
"attribute": "Attribute",
"attributearray": "Attribute Array",
"attributes": "Attributes",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatics",
"automotivemechanic": "Automotive Mechanic",
"awakened": "Awakened",
"b": "B",
"banishing": "Banishing",
"base": "Base",
"baseslider": "Base slider",
"bf": "BF",
"binding": "Binding",
"biotechgroup": "Biotech Group",
"biotechnology": "Biotechnology",
"blades": "Blades",
"body": "Body",
"bonuses": "Bonuses",
"c": "C",
"character": "Character",
"charisma": "Charisma",
"chemistry": "Chemistry",
"close": "Close",
"closecombatgroup": "Close Combat Group",
"clubs": "Clubs",
"cold": "Cold",
"Cold Protection": "Cold Protection",
"combat": "Combat",
"combatskill": "Combat Skill",
"combatskills": "Combat Skills",
"combattype": "Combat Type",
"compiling": "Compiling",
"complex form": "Complex Form",
"composure": "Composure",
"computer": "Computer",
"con": "Con",
"conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.",
"conditionmonitor": "Condition Monitor",
"conditionmonitorm": "Condition Monitor (M)",
"conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ",
"conditionmonitorpm": "Condition Monitor (P/M)",
"conditionmonitorps": "Condition Monitor (P/S)",
"conjuring": "Conjuring",
"conjuringgroup": "Conjuring Group",
"connection": "Connection",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"core": "Core",
"corecombatinfo": "Core Combat Info",
"counterspelling": "Counterspelling",
"crackinggroup": "Cracking Group",
"cybercombat": "Cybercombat",
"cybertechnology": "Cybertechnology",
"d6": "d6",
"dam": "Dam",
"damage": "Damage",
"damagetype": "Combat Damage",
"dataproc": "Data Proc.",
"decompiling": "Decompiling",
"default": "Default a skill",
"defense": "Defense",
"defense attribute": "Defense Attribute",
"defense matrix attribute": "Defense Matrix Attribute",
"demolitions": "Demolitions",
"detection": "Detection",
"device": "Device",
"devicerating": "Device Rating",
"dice": "Dice",
"direct": "Direct",
"disenchanting": "Disenchanting",
"disguise": "Disguise",
"diving": "Diving",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Duration",
"e": "E",
"echos": "Echos",
"edge": "Edge",
"elec": "Elec.",
"Electrical Protection": "Electrical Protection",
"Electronics Group": "Electronics Group",
"electronicwarfare": "Electronic Warfare",
"emerged": "Emerged",
"enchantinggroup": "Enchanting Group",
"engineeringgroup": "Engineering Group",
"escapeartist": "Escape Artist",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnicity",
"etiquette": "Etiquette",
"exoticmelee": "Exotic Melee",
"exoticnote": "Exotics are not linked to skills. Use modifier Dice input to set skill dice.",
"exoticrange": "Exotic Range",
"extended": "Extended",
"f": "F",
"fa": "FA",
"fade": "Fade",
"fadevalue": "Fade Value",
"fakeid": "Fake ID",
"fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses",
"far": "Far",
"favor": "Favor",
"file": "File",
"fire": "Fire",
"firearmsgroup": "Firearms Group",
"Fire Protection": "Fire Protection",
"firewall": "Firewall",
"firstaid": "First Aid",
"flight": "Flight",
"forgery": "Forgery",
"freefall": "Free Fall",
"funds": "Funds",
"gear": "Gear",
"gm": "To GM",
"gm-whisper": "Whisper Roll to GM",
"/w GM": "/w GM",
"grunt": "Grunt",
"gunnery": "Gunnery",
"gymnastics": "Gymnastics",
"hacking": "Hacking",
"hand": "Hand",
"handling": "Handling",
"handoff": "Hand (Off)",
"hardware": "Hardware",
"health": "Health",
"heavyweapons": "Heavy Weapons",
"height-u": "Height",
"host": "Host",
"host_rating": "Host Rating",
"i": "I",
"ic": "IC",
"ic limit": "IC Limit",
"idslifestylecurrency": "IDs/Lifestyles/Currency",
"illusion": "Illusion",
"impersonation": "Impersonation",
"indirect": "Indirect",
"industrialmechanic": "Industrial Mechanic",
"influencegroup": "Influence Group",
"initiate": "Initiate",
"initiative": "Initiative",
"initiativedice": "Initiative Dice",
"instant": "Instant",
"instruction": "Instruction",
"intimidation": "Intimidation",
"intrusioncountermeasures": "Intrusion Countermeasures",
"intuition": "Intuition",
"item": "Item",
"judgeintentions": "Judge Intentions",
"karma": "Karma",
"know": "Know..",
"knowledgeskills": "Knowledge Skills",
"l": "L",
"lang": "Lang..",
"languageskills": "Language Skills",
"leadership": "Leadership",
"level": "Level",
"licenses": "Licenses",
"liftcarry": "Lift & Carry",
"limit": "Limit",
"limits": "Limits",
"locksmith": "Locksmith",
"logic": "Logic",
"longarms": "Longarms",
"los": "LOS",
"los (a)": "LOS (A)",
"loyalty": "Loyalty",
"m": "M",
"magic": "Magic",
"magicalskill": "Magical Skill",
"magicalskills": "Magical Skills",
"magicres": "Magic/Resonance",
"mana": "Mana",
"manipulation": "Manipulation",
"martialarts": "Martial Arts",
"matrix": "Matrix",
"matrixdevice": "Matrix Device",
"matrixinit": "Matrix Ini",
"matrixinitiative": "Matrix Initiative",
"matrixsoak": "Matrix Soak",
"medicine": "Medicine",
"melee": "Melee",
"memory": "Memory",
"mental": "Mental",
"mental_limit": "Mental Limit",
"mentallimit": "Mental Limit:",
"metamagic": "Metamagic",
"metatype": "Metatype",
"misc": "Misc",
"mode": "Mode",
"model": "Model",
"modeoptions": "Mode Options",
"modes": "Modes",
"modifications": "Modifications",
"modifier": "Modifier",
"modifierdice": "Modifier Dice",
"modifiers": "Modifiers",
"movement": "Movement",
"mundane": "Mundane",
"n": "N",
"name": "Name",
"namealias": "NAME/PRIMARY ALIAS",
"nauticalmechanic": "Nautical Mechanic",
"navigation": "Navigation",
"near": "Near",
"negotiation": "Negotiation",
"none": "None",
"notes": "Notes",
"notoriety": "Notoriety",
"nuyen": "Nuyen",
"options": "Options",
"other": "Other",
"outdoorsgroup": "Outdoors Group",
"overflow": "Overflow",
"overflowmodifier": "Overflow Modifier",
"p": "P",
"high pain tolerance": "high pain tolerance",
"low pain tolerance": "low pain tolerance",
"damage compensators": "Damage Compensators (P/S): ",
"paintolerance": "Pain Tolerance",
"palming": "Palming",
"pc": "PC",
"perception": "Perception",
"performance": "Performance",
"permanent": "Permanent",
"persona": "Persona",
"personal": "Personal Data",
"physical": "Physical",
"physical_limit": "Physical Limit",
"physicalbonus": "Physical Bonus",
"physicaldamagetrack": "Physical Damage Track",
"physicallimit": "Physical Limit:",
"physicalskills": "Physical Skills",
"pilot": "pilot",
"pilotaerospace": "Pilot Aerospace",
"pilotaircraft": "Pilot Aircraft",
"pilotexoticvehicle": "Pilot Exotic Vehicle",
"pilotgroundcraft": "Pilot Ground Craft",
"pilotwalker": "Pilot Walker",
"pilotwatercraft": "Pilot Watercraft",
"pistols": "Pistols",
"player": "Player",
"plot": "Plot",
"power": "Power",
"powers": "Powers",
"pr": "Professional Rating",
"prep": "Prep...",
"primary": "Primary",
"primaryarmor": "Primary Armor",
"primarylifestyle": "Primary Lifestyle",
"primarymeleeweapon": "Primary Melee Weapon",
"primaryrangedweapon": "Primary Ranged Weapon",
"programs": "Programs",
"projectileweapons": "Projectile Weapons",
"public": "Public",
"publicawareness": "Public Awereness",
"qualities": "Qualities",
"quality": "Quality",
"quantity": "Quantity",
"r": "R",
"radi": "Radi.",
"Radiation Protection": "Radiation Protection",
"range": "Range",
"ranged": "Ranged",
"rating": "Rating",
"ratingmodifier": "Rating Modifier",
"rc": "RC",
"reach": "Reach",
"reaction": "Reaction",
"recoil": "Recoil",
"registering": "Registering",
"relatedlifestyle": "Related Lifestyles",
"resonance": "Resonance",
"resonanceskills": "Resonance Skills",
"rituals": "Rituals",
"ritualspellcasting": "Ritual Spellcasting",
"rtg": "RTG",
"running": "Running",
"s": "S",
"sa": "SA",
"seat": "Seat",
"self": "Self",
"sensor": "Sensor",
"sex": "Sex",
"shadowamps": "Shadow Amps",
"sheetdescription": "Set the default sheet type.",
"sheetselect": "Sheet Select",
"sheettype": "Sheet Type",
"skill": "Skill",
"skills": "Skills",
"sneaking": "Sneaking",
"soak": "Soak",
"social": "Social",
"social_limit": "Social Limit",
"sociallimit": "Social Limit: ",
"socialskills": "Social Skills",
"software": "Software",
"sorcery": "Sorcery",
"sorcerygroup": "Sorcery Group",
"special": "Special",
"specialization": "Specialization",
"speed": "Speed",
"speedoff": "Speed (Off)",
"spellcasting": "Spellcasting",
"category": "Category",
"spells": "Spells",
"sprite": "Sprite",
"ss": "SS",
"stealthgroup": "Stealth Group",
"streetcred": "Street Cred",
"strength": "Strength",
"stun": "Stun",
"stunbonus": "Stun Bonus",
"stundamagetrack": "Stun Damage Track",
"style": "Style",
"submersion": "Submersion",
"summoning": "Summoning",
"survival": "Survival",
"sustained": "Sustained",
"swimming": "Swimming",
"t": "T",
"t (a)": "T (A)",
"target": "Target",
"taskinggroup": "Tasking Group",
"technicalskills": "Technical Skills",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Temporary Modifiers",
"throwingweapons": "Throwing Weapons",
"topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"total": "Total",
"totalkarma": "Total Karma",
"tracking": "Tracking",
"type": "Type",
"unarmedcombat": "Unarmed Combat",
"vehicle": "Vehicle",
"vehicleskills": "Vehicle Skills",
"vehicleweapons": "Vehicle Weapons",
"w": "W",
"weakness": "Weakness",
"weapon": "Weapon",
"weapons": "Weapons",
"weight": "Weight",
"whisper": "Whisper",
"whisperdescription": "Set the default for rolling in public or to gm.",
"willpower": "Willpower",
"wounds": "Wounds",
"cancel": "Cancel",
"next": "Next",
"back": "Back",
"import": "Import",
"importer": "Importer",
"importecharacter": "Import Character",
"apply": "Apply",
"importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.",
"character name": "character name",
"player name": "player name",
"walk modifier": "walk modifier",
"run modifier": "run modifier",
"movement modifier": "movement modifier",
"preperations": "preperations",
"force": "force",
"potency": "potency",
"trigger": "trigger",
"command": "command",
"contact": "contact",
"time": "time",
"adeptpowers": "Adept Powers or Other Abilities",
"whisper rolls to gm": "whisper rolls to gm"
}
+403
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{
"a": "A",
"acc": "ACC",
"accel": "Accel",
"acceleration": "Acceleration",
"acid": "Acid",
"Acid Protection": "Acid Protection",
"actinggroup": "Acting Group",
"active": "Active",
"aeronauticsmechanic": "Aeronautics Mechanic",
"age": "Age",
"agility": "Agility",
"alchemy": "Alchemy",
"ammo": "Ammo",
"animalhandling": "Animal Handling",
"ap": "AP",
"arcana": "Arcana",
"archery": "Archery",
"armor": "Armor",
"armorer": "Armorer",
"armorrating": "Armor Rating",
"arms": "Arms",
"artisan": "Artisan",
"assensing": "Assensing",
"astralcombat": "Astral Combat",
"astralini": "Astral Ini",
"astralinitiative": "Astral Initiative",
"athleticsgroup": "Athletics Group",
"attack": "Attack",
"attribute": "Attribute",
"attributearray": "Attribute Array",
"attributes": "Attributes",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatics",
"automotivemechanic": "Automotive Mechanic",
"awakened": "Awakened",
"b": "B",
"banishing": "Banishing",
"base": "Base",
"baseslider": "Base slider",
"bf": "BF",
"binding": "Binding",
"biotechgroup": "Biotech Group",
"biotechnology": "Biotechnology",
"blades": "Blades",
"body": "Body",
"bonuses": "Bonuses",
"c": "C",
"character": "Character",
"charisma": "Charisma",
"chemistry": "Chemistry",
"close": "Close",
"closecombatgroup": "Close Combat Group",
"clubs": "Clubs",
"cold": "Cold",
"Cold Protection": "Cold Protection",
"combat": "Combat",
"combatskill": "Combat Skill",
"combatskills": "Combat Skills",
"combattype": "Combat Type",
"compiling": "Compiling",
"complex form": "Complex Form",
"composure": "Composure",
"computer": "Computer",
"con": "Con",
"conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.",
"conditionmonitor": "Condition Monitor",
"conditionmonitorm": "Condition Monitor (M)",
"conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ",
"conditionmonitorpm": "Condition Monitor (P/M)",
"conditionmonitorps": "Condition Monitor (P/S)",
"conjuring": "Conjuring",
"conjuringgroup": "Conjuring Group",
"connection": "Connection",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"core": "Core",
"corecombatinfo": "Core Combat Info",
"counterspelling": "Counterspelling",
"crackinggroup": "Cracking Group",
"cybercombat": "Cybercombat",
"cybertechnology": "Cybertechnology",
"d6": "d6",
"dam": "Dam",
"damage": "Damage",
"damagetype": "Combat Damage",
"dataproc": "Data Proc.",
"decompiling": "Decompiling",
"default": "Default a skill",
"defense": "Defense",
"defense attribute": "Defense Attribute",
"defense matrix attribute": "Defense Matrix Attribute",
"demolitions": "Demolitions",
"detection": "Detection",
"device": "Device",
"devicerating": "Device Rating",
"dice": "Dice",
"direct": "Direct",
"disenchanting": "Disenchanting",
"disguise": "Disguise",
"diving": "Diving",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Duration",
"e": "E",
"echos": "Echos",
"edge": "Edge",
"elec": "Elec.",
"Electrical Protection": "Electrical Protection",
"Electronics Group": "Electronics Group",
"electronicwarfare": "Electronic Warfare",
"emerged": "Emerged",
"enchantinggroup": "Enchanting Group",
"engineeringgroup": "Engineering Group",
"escapeartist": "Escape Artist",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnicity",
"etiquette": "Etiquette",
"exoticmelee": "Exotic Melee",
"exoticnote": "Exotics are not linked to skills. Use modifier Dice input to set skill dice.",
"exoticrange": "Exotic Range",
"extended": "Extended",
"f": "F",
"fa": "FA",
"fade": "Fade",
"fadevalue": "Fade Value",
"fakeid": "Fake ID",
"fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses",
"far": "Far",
"favor": "Favor",
"file": "File",
"fire": "Fire",
"firearmsgroup": "Firearms Group",
"Fire Protection": "Fire Protection",
"firewall": "Firewall",
"firstaid": "First Aid",
"flight": "Flight",
"forgery": "Forgery",
"freefall": "Free Fall",
"funds": "Funds",
"gear": "Gear",
"gm": "To GM",
"gm-whisper": "Whisper Roll to GM",
"/w GM": "/w GM",
"grunt": "Grunt",
"gunnery": "Gunnery",
"gymnastics": "Gymnastics",
"hacking": "Hacking",
"hand": "Hand",
"handling": "Handling",
"handoff": "Hand (Off)",
"hardware": "Hardware",
"health": "Health",
"heavyweapons": "Heavy Weapons",
"height-u": "Height",
"host": "Host",
"host_rating": "Host Rating",
"i": "I",
"ic": "IC",
"ic limit": "IC Limit",
"idslifestylecurrency": "IDs/Lifestyles/Currency",
"illusion": "Illusion",
"impersonation": "Impersonation",
"indirect": "Indirect",
"industrialmechanic": "Industrial Mechanic",
"influencegroup": "Influence Group",
"initiate": "Initiate",
"initiative": "Initiative",
"initiativedice": "Initiative Dice",
"instant": "Instant",
"instruction": "Instruction",
"intimidation": "Intimidation",
"intrusioncountermeasures": "Intrusion Countermeasures",
"intuition": "Intuition",
"item": "Item",
"judgeintentions": "Judge Intentions",
"karma": "Karma",
"know": "Know..",
"knowledgeskills": "Knowledge Skills",
"l": "L",
"lang": "Lang..",
"languageskills": "Language Skills",
"leadership": "Leadership",
"level": "Level",
"licenses": "Licenses",
"liftcarry": "Lift & Carry",
"limit": "Limit",
"limits": "Limits",
"locksmith": "Locksmith",
"logic": "Logic",
"longarms": "Longarms",
"los": "LOS",
"los (a)": "LOS (A)",
"loyalty": "Loyalty",
"m": "M",
"magic": "Magic",
"magicalskill": "Magical Skill",
"magicalskills": "Magical Skills",
"magicres": "Magic/Resonance",
"mana": "Mana",
"manipulation": "Manipulation",
"martialarts": "Martial Arts",
"matrix": "Matrix",
"matrixdevice": "Matrix Device",
"matrixinit": "Matrix Ini",
"matrixinitiative": "Matrix Initiative",
"matrixsoak": "Matrix Soak",
"medicine": "Medicine",
"melee": "Melee",
"memory": "Memory",
"mental": "Mental",
"mental_limit": "Mental Limit",
"mentallimit": "Mental Limit:",
"metamagic": "Metamagic",
"metatype": "Metatype",
"misc": "Misc",
"mode": "Mode",
"model": "Model",
"modeoptions": "Mode Options",
"modes": "Modes",
"modifications": "Modifications",
"modifier": "Modifier",
"modifierdice": "Modifier Dice",
"modifiers": "Modifiers",
"movement": "Movement",
"mundane": "Mundane",
"n": "N",
"name": "Name",
"namealias": "NAME/PRIMARY ALIAS",
"nauticalmechanic": "Nautical Mechanic",
"navigation": "Navigation",
"near": "Near",
"negotiation": "Negotiation",
"none": "None",
"notes": "Notes",
"notoriety": "Notoriety",
"nuyen": "Nuyen",
"options": "Options",
"other": "Other",
"outdoorsgroup": "Outdoors Group",
"overflow": "Overflow",
"overflowmodifier": "Overflow Modifier",
"p": "P",
"high pain tolerance": "high pain tolerance",
"low pain tolerance": "low pain tolerance",
"damage compensators": "Damage Compensators (P/S): ",
"paintolerance": "Pain Tolerance",
"palming": "Palming",
"pc": "PC",
"perception": "Perception",
"performance": "Performance",
"permanent": "Permanent",
"persona": "Persona",
"personal": "Personal Data",
"physical": "Physical",
"physical_limit": "Physical Limit",
"physicalbonus": "Physical Bonus",
"physicaldamagetrack": "Physical Damage Track",
"physicallimit": "Physical Limit:",
"physicalskills": "Physical Skills",
"pilot": "pilot",
"pilotaerospace": "Pilot Aerospace",
"pilotaircraft": "Pilot Aircraft",
"pilotexoticvehicle": "Pilot Exotic Vehicle",
"pilotgroundcraft": "Pilot Ground Craft",
"pilotwalker": "Pilot Walker",
"pilotwatercraft": "Pilot Watercraft",
"pistols": "Pistols",
"player": "Player",
"plot": "Plot",
"power": "Power",
"powers": "Powers",
"pr": "Professional Rating",
"prep": "Prep...",
"primary": "Primary",
"primaryarmor": "Primary Armor",
"primarylifestyle": "Primary Lifestyle",
"primarymeleeweapon": "Primary Melee Weapon",
"primaryrangedweapon": "Primary Ranged Weapon",
"programs": "Programs",
"projectileweapons": "Projectile Weapons",
"public": "Public",
"publicawareness": "Public Awereness",
"qualities": "Qualities",
"quality": "Quality",
"quantity": "Quantity",
"r": "R",
"radi": "Radi.",
"Radiation Protection": "Radiation Protection",
"range": "Range",
"ranged": "Ranged",
"rating": "Rating",
"ratingmodifier": "Rating Modifier",
"rc": "RC",
"reach": "Reach",
"reaction": "Reaction",
"recoil": "Recoil",
"registering": "Registering",
"relatedlifestyle": "Related Lifestyles",
"resonance": "Resonance",
"resonanceskills": "Resonance Skills",
"rituals": "Rituals",
"ritualspellcasting": "Ritual Spellcasting",
"rtg": "RTG",
"running": "Running",
"s": "S",
"sa": "SA",
"seat": "Seat",
"self": "Self",
"sensor": "Sensor",
"sex": "Sex",
"shadowamps": "Shadow Amps",
"sheetdescription": "Set the default sheet type.",
"sheetselect": "Sheet Select",
"sheettype": "Sheet Type",
"skill": "Skill",
"skills": "Skills",
"sneaking": "Sneaking",
"soak": "Soak",
"social": "Social",
"social_limit": "Social Limit",
"sociallimit": "Social Limit: ",
"socialskills": "Social Skills",
"software": "Software",
"sorcery": "Sorcery",
"sorcerygroup": "Sorcery Group",
"special": "Special",
"specialization": "Specialization",
"speed": "Speed",
"speedoff": "Speed (Off)",
"spellcasting": "Spellcasting",
"category": "Category",
"spells": "Spells",
"sprite": "Sprite",
"ss": "SS",
"stealthgroup": "Stealth Group",
"streetcred": "Street Cred",
"strength": "Strength",
"stun": "Stun",
"stunbonus": "Stun Bonus",
"stundamagetrack": "Stun Damage Track",
"style": "Style",
"submersion": "Submersion",
"summoning": "Summoning",
"survival": "Survival",
"sustained": "Sustained",
"swimming": "Swimming",
"t": "T",
"t (a)": "T (A)",
"target": "Target",
"taskinggroup": "Tasking Group",
"technicalskills": "Technical Skills",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Temporary Modifiers",
"throwingweapons": "Throwing Weapons",
"topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"total": "Total",
"totalkarma": "Total Karma",
"tracking": "Tracking",
"type": "Type",
"unarmedcombat": "Unarmed Combat",
"vehicle": "Vehicle",
"vehicleskills": "Vehicle Skills",
"vehicleweapons": "Vehicle Weapons",
"w": "W",
"weakness": "Weakness",
"weapon": "Weapon",
"weapons": "Weapons",
"weight": "Weight",
"whisper": "Whisper",
"whisperdescription": "Set the default for rolling in public or to gm.",
"willpower": "Willpower",
"wounds": "Wounds",
"cancel": "Cancel",
"next": "Next",
"back": "Back",
"import": "Import",
"importer": "Importer",
"importecharacter": "Import Character",
"apply": "Apply",
"importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.",
"character name": "character name",
"player name": "player name",
"walk modifier": "walk modifier",
"run modifier": "run modifier",
"movement modifier": "movement modifier",
"preperations": "preperations",
"force": "force",
"potency": "potency",
"trigger": "trigger",
"command": "command",
"contact": "contact",
"time": "time",
"adeptpowers": "Adept Powers or Other Abilities",
"whisper rolls to gm": "whisper rolls to gm"
}
+403
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{
"a": "A",
"acc": "ACC",
"accel": "Accel",
"acceleration": "Acceleration",
"acid": "Acid",
"Acid Protection": "Acid Protection",
"actinggroup": "Acting Group",
"active": "Active",
"aeronauticsmechanic": "Aeronautics Mechanic",
"age": "Age",
"agility": "Agility",
"alchemy": "Alchemy",
"ammo": "Ammo",
"animalhandling": "Animal Handling",
"ap": "AP",
"arcana": "Arcana",
"archery": "Archery",
"armor": "Armor",
"armorer": "Armorer",
"armorrating": "Armor Rating",
"arms": "Arms",
"artisan": "Artisan",
"assensing": "Assensing",
"astralcombat": "Astral Combat",
"astralini": "Astral Ini",
"astralinitiative": "Astral Initiative",
"athleticsgroup": "Athletics Group",
"attack": "Attack",
"attribute": "Attribute",
"attributearray": "Attribute Array",
"attributes": "Attributes",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatics",
"automotivemechanic": "Automotive Mechanic",
"awakened": "Awakened",
"b": "B",
"banishing": "Banishing",
"base": "Base",
"baseslider": "Base slider",
"bf": "BF",
"binding": "Binding",
"biotechgroup": "Biotech Group",
"biotechnology": "Biotechnology",
"blades": "Blades",
"body": "Body",
"bonuses": "Bonuses",
"c": "C",
"character": "Character",
"charisma": "Charisma",
"chemistry": "Chemistry",
"close": "Close",
"closecombatgroup": "Close Combat Group",
"clubs": "Clubs",
"cold": "Cold",
"Cold Protection": "Cold Protection",
"combat": "Combat",
"combatskill": "Combat Skill",
"combatskills": "Combat Skills",
"combattype": "Combat Type",
"compiling": "Compiling",
"complex form": "Complex Form",
"composure": "Composure",
"computer": "Computer",
"con": "Con",
"conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.",
"conditionmonitor": "Condition Monitor",
"conditionmonitorm": "Condition Monitor (M)",
"conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ",
"conditionmonitorpm": "Condition Monitor (P/M)",
"conditionmonitorps": "Condition Monitor (P/S)",
"conjuring": "Conjuring",
"conjuringgroup": "Conjuring Group",
"connection": "Connection",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"core": "Core",
"corecombatinfo": "Core Combat Info",
"counterspelling": "Counterspelling",
"crackinggroup": "Cracking Group",
"cybercombat": "Cybercombat",
"cybertechnology": "Cybertechnology",
"d6": "d6",
"dam": "Dam",
"damage": "Damage",
"damagetype": "Combat Damage",
"dataproc": "Data Proc.",
"decompiling": "Decompiling",
"default": "Default a skill",
"defense": "Defense",
"defense attribute": "Defense Attribute",
"defense matrix attribute": "Defense Matrix Attribute",
"demolitions": "Demolitions",
"detection": "Detection",
"device": "Device",
"devicerating": "Device Rating",
"dice": "Dice",
"direct": "Direct",
"disenchanting": "Disenchanting",
"disguise": "Disguise",
"diving": "Diving",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Duration",
"e": "E",
"echos": "Echos",
"edge": "Edge",
"elec": "Elec.",
"Electrical Protection": "Electrical Protection",
"Electronics Group": "Electronics Group",
"electronicwarfare": "Electronic Warfare",
"emerged": "Emerged",
"enchantinggroup": "Enchanting Group",
"engineeringgroup": "Engineering Group",
"escapeartist": "Escape Artist",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnicity",
"etiquette": "Etiquette",
"exoticmelee": "Exotic Melee",
"exoticnote": "Exotics are not linked to skills. Use modifier Dice input to set skill dice.",
"exoticrange": "Exotic Range",
"extended": "Extended",
"f": "F",
"fa": "FA",
"fade": "Fade",
"fadevalue": "Fade Value",
"fakeid": "Fake ID",
"fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses",
"far": "Far",
"favor": "Favor",
"file": "File",
"fire": "Fire",
"firearmsgroup": "Firearms Group",
"Fire Protection": "Fire Protection",
"firewall": "Firewall",
"firstaid": "First Aid",
"flight": "Flight",
"forgery": "Forgery",
"freefall": "Free Fall",
"funds": "Funds",
"gear": "Gear",
"gm": "To GM",
"gm-whisper": "Whisper Roll to GM",
"/w GM": "/w GM",
"grunt": "Grunt",
"gunnery": "Gunnery",
"gymnastics": "Gymnastics",
"hacking": "Hacking",
"hand": "Hand",
"handling": "Handling",
"handoff": "Hand (Off)",
"hardware": "Hardware",
"health": "Health",
"heavyweapons": "Heavy Weapons",
"height-u": "Height",
"host": "Host",
"host_rating": "Host Rating",
"i": "I",
"ic": "IC",
"ic limit": "IC Limit",
"idslifestylecurrency": "IDs/Lifestyles/Currency",
"illusion": "Illusion",
"impersonation": "Impersonation",
"indirect": "Indirect",
"industrialmechanic": "Industrial Mechanic",
"influencegroup": "Influence Group",
"initiate": "Initiate",
"initiative": "Initiative",
"initiativedice": "Initiative Dice",
"instant": "Instant",
"instruction": "Instruction",
"intimidation": "Intimidation",
"intrusioncountermeasures": "Intrusion Countermeasures",
"intuition": "Intuition",
"item": "Item",
"judgeintentions": "Judge Intentions",
"karma": "Karma",
"know": "Know..",
"knowledgeskills": "Knowledge Skills",
"l": "L",
"lang": "Lang..",
"languageskills": "Language Skills",
"leadership": "Leadership",
"level": "Level",
"licenses": "Licenses",
"liftcarry": "Lift & Carry",
"limit": "Limit",
"limits": "Limits",
"locksmith": "Locksmith",
"logic": "Logic",
"longarms": "Longarms",
"los": "LOS",
"los (a)": "LOS (A)",
"loyalty": "Loyalty",
"m": "M",
"magic": "Magic",
"magicalskill": "Magical Skill",
"magicalskills": "Magical Skills",
"magicres": "Magic/Resonance",
"mana": "Mana",
"manipulation": "Manipulation",
"martialarts": "Martial Arts",
"matrix": "Matrix",
"matrixdevice": "Matrix Device",
"matrixinit": "Matrix Ini",
"matrixinitiative": "Matrix Initiative",
"matrixsoak": "Matrix Soak",
"medicine": "Medicine",
"melee": "Melee",
"memory": "Memory",
"mental": "Mental",
"mental_limit": "Mental Limit",
"mentallimit": "Mental Limit:",
"metamagic": "Metamagic",
"metatype": "Metatype",
"misc": "Misc",
"mode": "Mode",
"model": "Model",
"modeoptions": "Mode Options",
"modes": "Modes",
"modifications": "Modifications",
"modifier": "Modifier",
"modifierdice": "Modifier Dice",
"modifiers": "Modifiers",
"movement": "Movement",
"mundane": "Mundane",
"n": "N",
"name": "Name",
"namealias": "NAME/PRIMARY ALIAS",
"nauticalmechanic": "Nautical Mechanic",
"navigation": "Navigation",
"near": "Near",
"negotiation": "Negotiation",
"none": "None",
"notes": "Notes",
"notoriety": "Notoriety",
"nuyen": "Nuyen",
"options": "Options",
"other": "Other",
"outdoorsgroup": "Outdoors Group",
"overflow": "Overflow",
"overflowmodifier": "Overflow Modifier",
"p": "P",
"high pain tolerance": "high pain tolerance",
"low pain tolerance": "low pain tolerance",
"damage compensators": "Damage Compensators (P/S): ",
"paintolerance": "Pain Tolerance",
"palming": "Palming",
"pc": "PC",
"perception": "Perception",
"performance": "Performance",
"permanent": "Permanent",
"persona": "Persona",
"personal": "Personal Data",
"physical": "Physical",
"physical_limit": "Physical Limit",
"physicalbonus": "Physical Bonus",
"physicaldamagetrack": "Physical Damage Track",
"physicallimit": "Physical Limit:",
"physicalskills": "Physical Skills",
"pilot": "pilot",
"pilotaerospace": "Pilot Aerospace",
"pilotaircraft": "Pilot Aircraft",
"pilotexoticvehicle": "Pilot Exotic Vehicle",
"pilotgroundcraft": "Pilot Ground Craft",
"pilotwalker": "Pilot Walker",
"pilotwatercraft": "Pilot Watercraft",
"pistols": "Pistols",
"player": "Player",
"plot": "Plot",
"power": "Power",
"powers": "Powers",
"pr": "Professional Rating",
"prep": "Prep...",
"primary": "Primary",
"primaryarmor": "Primary Armor",
"primarylifestyle": "Primary Lifestyle",
"primarymeleeweapon": "Primary Melee Weapon",
"primaryrangedweapon": "Primary Ranged Weapon",
"programs": "Programs",
"projectileweapons": "Projectile Weapons",
"public": "Public",
"publicawareness": "Public Awereness",
"qualities": "Qualities",
"quality": "Quality",
"quantity": "Quantity",
"r": "R",
"radi": "Radi.",
"Radiation Protection": "Radiation Protection",
"range": "Range",
"ranged": "Ranged",
"rating": "Rating",
"ratingmodifier": "Rating Modifier",
"rc": "RC",
"reach": "Reach",
"reaction": "Reaction",
"recoil": "Recoil",
"registering": "Registering",
"relatedlifestyle": "Related Lifestyles",
"resonance": "Resonance",
"resonanceskills": "Resonance Skills",
"rituals": "Rituals",
"ritualspellcasting": "Ritual Spellcasting",
"rtg": "RTG",
"running": "Running",
"s": "S",
"sa": "SA",
"seat": "Seat",
"self": "Self",
"sensor": "Sensor",
"sex": "Sex",
"shadowamps": "Shadow Amps",
"sheetdescription": "Set the default sheet type.",
"sheetselect": "Sheet Select",
"sheettype": "Sheet Type",
"skill": "Skill",
"skills": "Skills",
"sneaking": "Sneaking",
"soak": "Soak",
"social": "Social",
"social_limit": "Social Limit",
"sociallimit": "Social Limit: ",
"socialskills": "Social Skills",
"software": "Software",
"sorcery": "Sorcery",
"sorcerygroup": "Sorcery Group",
"special": "Special",
"specialization": "Specialization",
"speed": "Speed",
"speedoff": "Speed (Off)",
"spellcasting": "Spellcasting",
"category": "Category",
"spells": "Spells",
"sprite": "Sprite",
"ss": "SS",
"stealthgroup": "Stealth Group",
"streetcred": "Street Cred",
"strength": "Strength",
"stun": "Stun",
"stunbonus": "Stun Bonus",
"stundamagetrack": "Stun Damage Track",
"style": "Style",
"submersion": "Submersion",
"summoning": "Summoning",
"survival": "Survival",
"sustained": "Sustained",
"swimming": "Swimming",
"t": "T",
"t (a)": "T (A)",
"target": "Target",
"taskinggroup": "Tasking Group",
"technicalskills": "Technical Skills",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Temporary Modifiers",
"throwingweapons": "Throwing Weapons",
"topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"total": "Total",
"totalkarma": "Total Karma",
"tracking": "Tracking",
"type": "Type",
"unarmedcombat": "Unarmed Combat",
"vehicle": "Vehicle",
"vehicleskills": "Vehicle Skills",
"vehicleweapons": "Vehicle Weapons",
"w": "W",
"weakness": "Weakness",
"weapon": "Weapon",
"weapons": "Weapons",
"weight": "Weight",
"whisper": "Whisper",
"whisperdescription": "Set the default for rolling in public or to gm.",
"willpower": "Willpower",
"wounds": "Wounds",
"cancel": "Cancel",
"next": "Next",
"back": "Back",
"import": "Import",
"importer": "Importer",
"importecharacter": "Import Character",
"apply": "Apply",
"importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.",
"character name": "character name",
"player name": "player name",
"walk modifier": "walk modifier",
"run modifier": "run modifier",
"movement modifier": "movement modifier",
"preperations": "preperations",
"force": "force",
"potency": "potency",
"trigger": "trigger",
"command": "command",
"contact": "contact",
"time": "time",
"adeptpowers": "Adept Powers or Other Abilities",
"whisper rolls to gm": "whisper rolls to gm"
}
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{
"a": "A",
"acc": "ACC",
"accel": "Accel",
"acceleration": "Acceleration",
"acid": "Acid",
"Acid Protection": "Acid Protection",
"actinggroup": "Acting Group",
"active": "Active",
"aeronauticsmechanic": "Aeronautics Mechanic",
"age": "Age",
"agility": "Agility",
"alchemy": "Alchemy",
"ammo": "Ammo",
"animalhandling": "Animal Handling",
"ap": "AP",
"arcana": "Arcana",
"archery": "Archery",
"armor": "Armor",
"armorer": "Armorer",
"armorrating": "Armor Rating",
"arms": "Arms",
"artisan": "Artisan",
"assensing": "Assensing",
"astralcombat": "Astral Combat",
"astralini": "Astral Ini",
"astralinitiative": "Astral Initiative",
"athleticsgroup": "Athletics Group",
"attack": "Attack",
"attribute": "Attribute",
"attributearray": "Attribute Array",
"attributes": "Attributes",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatics",
"automotivemechanic": "Automotive Mechanic",
"awakened": "Awakened",
"b": "B",
"banishing": "Banishing",
"base": "Base",
"baseslider": "Base slider",
"bf": "BF",
"binding": "Binding",
"biotechgroup": "Biotech Group",
"biotechnology": "Biotechnology",
"blades": "Blades",
"body": "Body",
"bonuses": "Bonuses",
"c": "C",
"character": "Character",
"charisma": "Charisma",
"chemistry": "Chemistry",
"close": "Close",
"closecombatgroup": "Close Combat Group",
"clubs": "Clubs",
"cold": "Cold",
"Cold Protection": "Cold Protection",
"combat": "Combat",
"combatskill": "Combat Skill",
"combatskills": "Combat Skills",
"combattype": "Combat Type",
"compiling": "Compiling",
"complex form": "Complex Form",
"composure": "Composure",
"computer": "Computer",
"con": "Con",
"conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.",
"conditionmonitor": "Condition Monitor",
"conditionmonitorm": "Condition Monitor (M)",
"conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ",
"conditionmonitorpm": "Condition Monitor (P/M)",
"conditionmonitorps": "Condition Monitor (P/S)",
"conjuring": "Conjuring",
"conjuringgroup": "Conjuring Group",
"connection": "Connection",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"core": "Core",
"corecombatinfo": "Core Combat Info",
"counterspelling": "Counterspelling",
"crackinggroup": "Cracking Group",
"cybercombat": "Cybercombat",
"cybertechnology": "Cybertechnology",
"d6": "d6",
"dam": "Dam",
"damage": "Damage",
"damagetype": "Combat Damage",
"dataproc": "Data Proc.",
"decompiling": "Decompiling",
"default": "Default a skill",
"defense": "Defense",
"defense attribute": "Defense Attribute",
"defense matrix attribute": "Defense Matrix Attribute",
"demolitions": "Demolitions",
"detection": "Detection",
"device": "Device",
"devicerating": "Device Rating",
"dice": "Dice",
"direct": "Direct",
"disenchanting": "Disenchanting",
"disguise": "Disguise",
"diving": "Diving",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Duration",
"e": "E",
"echos": "Echos",
"edge": "Edge",
"elec": "Elec.",
"Electrical Protection": "Electrical Protection",
"Electronics Group": "Electronics Group",
"electronicwarfare": "Electronic Warfare",
"emerged": "Emerged",
"enchantinggroup": "Enchanting Group",
"engineeringgroup": "Engineering Group",
"escapeartist": "Escape Artist",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnicity",
"etiquette": "Etiquette",
"exoticmelee": "Exotic Melee",
"exoticnote": "Exotics are not linked to skills. Use modifier Dice input to set skill dice.",
"exoticrange": "Exotic Range",
"extended": "Extended",
"f": "F",
"fa": "FA",
"fade": "Fade",
"fadevalue": "Fade Value",
"fakeid": "Fake ID",
"fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses",
"far": "Far",
"favor": "Favor",
"file": "File",
"fire": "Fire",
"firearmsgroup": "Firearms Group",
"Fire Protection": "Fire Protection",
"firewall": "Firewall",
"firstaid": "First Aid",
"flight": "Flight",
"forgery": "Forgery",
"freefall": "Free Fall",
"funds": "Funds",
"gear": "Gear",
"gm": "To GM",
"gm-whisper": "Whisper Roll to GM",
"/w GM": "/w GM",
"grunt": "Grunt",
"gunnery": "Gunnery",
"gymnastics": "Gymnastics",
"hacking": "Hacking",
"hand": "Hand",
"handling": "Handling",
"handoff": "Hand (Off)",
"hardware": "Hardware",
"health": "Health",
"heavyweapons": "Heavy Weapons",
"height-u": "Height",
"host": "Host",
"host_rating": "Host Rating",
"i": "I",
"ic": "IC",
"ic limit": "IC Limit",
"idslifestylecurrency": "IDs/Lifestyles/Currency",
"illusion": "Illusion",
"impersonation": "Impersonation",
"indirect": "Indirect",
"industrialmechanic": "Industrial Mechanic",
"influencegroup": "Influence Group",
"initiate": "Initiate",
"initiative": "Initiative",
"initiativedice": "Initiative Dice",
"instant": "Instant",
"instruction": "Instruction",
"intimidation": "Intimidation",
"intrusioncountermeasures": "Intrusion Countermeasures",
"intuition": "Intuition",
"item": "Item",
"judgeintentions": "Judge Intentions",
"karma": "Karma",
"know": "Know..",
"knowledgeskills": "Knowledge Skills",
"l": "L",
"lang": "Lang..",
"languageskills": "Language Skills",
"leadership": "Leadership",
"level": "Level",
"licenses": "Licenses",
"liftcarry": "Lift & Carry",
"limit": "Limit",
"limits": "Limits",
"locksmith": "Locksmith",
"logic": "Logic",
"longarms": "Longarms",
"los": "LOS",
"los (a)": "LOS (A)",
"loyalty": "Loyalty",
"m": "M",
"magic": "Magic",
"magicalskill": "Magical Skill",
"magicalskills": "Magical Skills",
"magicres": "Magic/Resonance",
"mana": "Mana",
"manipulation": "Manipulation",
"martialarts": "Martial Arts",
"matrix": "Matrix",
"matrixdevice": "Matrix Device",
"matrixinit": "Matrix Ini",
"matrixinitiative": "Matrix Initiative",
"matrixsoak": "Matrix Soak",
"medicine": "Medicine",
"melee": "Melee",
"memory": "Memory",
"mental": "Mental",
"mental_limit": "Mental Limit",
"mentallimit": "Mental Limit:",
"metamagic": "Metamagic",
"metatype": "Metatype",
"misc": "Misc",
"mode": "Mode",
"model": "Model",
"modeoptions": "Mode Options",
"modes": "Modes",
"modifications": "Modifications",
"modifier": "Modifier",
"modifierdice": "Modifier Dice",
"modifiers": "Modifiers",
"movement": "Movement",
"mundane": "Mundane",
"n": "N",
"name": "Name",
"namealias": "NAME/PRIMARY ALIAS",
"nauticalmechanic": "Nautical Mechanic",
"navigation": "Navigation",
"near": "Near",
"negotiation": "Negotiation",
"none": "None",
"notes": "Notes",
"notoriety": "Notoriety",
"nuyen": "Nuyen",
"options": "Options",
"other": "Other",
"outdoorsgroup": "Outdoors Group",
"overflow": "Overflow",
"overflowmodifier": "Overflow Modifier",
"p": "P",
"high pain tolerance": "high pain tolerance",
"low pain tolerance": "low pain tolerance",
"damage compensators": "Damage Compensators (P/S): ",
"paintolerance": "Pain Tolerance",
"palming": "Palming",
"pc": "PC",
"perception": "Perception",
"performance": "Performance",
"permanent": "Permanent",
"persona": "Persona",
"personal": "Personal Data",
"physical": "Physical",
"physical_limit": "Physical Limit",
"physicalbonus": "Physical Bonus",
"physicaldamagetrack": "Physical Damage Track",
"physicallimit": "Physical Limit:",
"physicalskills": "Physical Skills",
"pilot": "pilot",
"pilotaerospace": "Pilot Aerospace",
"pilotaircraft": "Pilot Aircraft",
"pilotexoticvehicle": "Pilot Exotic Vehicle",
"pilotgroundcraft": "Pilot Ground Craft",
"pilotwalker": "Pilot Walker",
"pilotwatercraft": "Pilot Watercraft",
"pistols": "Pistols",
"player": "Player",
"plot": "Plot",
"power": "Power",
"powers": "Powers",
"pr": "Professional Rating",
"prep": "Prep...",
"primary": "Primary",
"primaryarmor": "Primary Armor",
"primarylifestyle": "Primary Lifestyle",
"primarymeleeweapon": "Primary Melee Weapon",
"primaryrangedweapon": "Primary Ranged Weapon",
"programs": "Programs",
"projectileweapons": "Projectile Weapons",
"public": "Public",
"publicawareness": "Public Awereness",
"qualities": "Qualities",
"quality": "Quality",
"quantity": "Quantity",
"r": "R",
"radi": "Radi.",
"Radiation Protection": "Radiation Protection",
"range": "Range",
"ranged": "Ranged",
"rating": "Rating",
"ratingmodifier": "Rating Modifier",
"rc": "RC",
"reach": "Reach",
"reaction": "Reaction",
"recoil": "Recoil",
"registering": "Registering",
"relatedlifestyle": "Related Lifestyles",
"resonance": "Resonance",
"resonanceskills": "Resonance Skills",
"rituals": "Rituals",
"ritualspellcasting": "Ritual Spellcasting",
"rtg": "RTG",
"running": "Running",
"s": "S",
"sa": "SA",
"seat": "Seat",
"self": "Self",
"sensor": "Sensor",
"sex": "Sex",
"shadowamps": "Shadow Amps",
"sheetdescription": "Set the default sheet type.",
"sheetselect": "Sheet Select",
"sheettype": "Sheet Type",
"skill": "Skill",
"skills": "Skills",
"sneaking": "Sneaking",
"soak": "Soak",
"social": "Social",
"social_limit": "Social Limit",
"sociallimit": "Social Limit: ",
"socialskills": "Social Skills",
"software": "Software",
"sorcery": "Sorcery",
"sorcerygroup": "Sorcery Group",
"special": "Special",
"specialization": "Specialization",
"speed": "Speed",
"speedoff": "Speed (Off)",
"spellcasting": "Spellcasting",
"category": "Category",
"spells": "Spells",
"sprite": "Sprite",
"ss": "SS",
"stealthgroup": "Stealth Group",
"streetcred": "Street Cred",
"strength": "Strength",
"stun": "Stun",
"stunbonus": "Stun Bonus",
"stundamagetrack": "Stun Damage Track",
"style": "Style",
"submersion": "Submersion",
"summoning": "Summoning",
"survival": "Survival",
"sustained": "Sustained",
"swimming": "Swimming",
"t": "T",
"t (a)": "T (A)",
"target": "Target",
"taskinggroup": "Tasking Group",
"technicalskills": "Technical Skills",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Temporary Modifiers",
"throwingweapons": "Throwing Weapons",
"topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"total": "Total",
"totalkarma": "Total Karma",
"tracking": "Tracking",
"type": "Type",
"unarmedcombat": "Unarmed Combat",
"vehicle": "Vehicle",
"vehicleskills": "Vehicle Skills",
"vehicleweapons": "Vehicle Weapons",
"w": "W",
"weakness": "Weakness",
"weapon": "Weapon",
"weapons": "Weapons",
"weight": "Weight",
"whisper": "Whisper",
"whisperdescription": "Set the default for rolling in public or to gm.",
"willpower": "Willpower",
"wounds": "Wounds",
"cancel": "Cancel",
"next": "Next",
"back": "Back",
"import": "Import",
"importer": "Importer",
"importecharacter": "Import Character",
"apply": "Apply",
"importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.",
"character name": "character name",
"player name": "player name",
"walk modifier": "walk modifier",
"run modifier": "run modifier",
"movement modifier": "movement modifier",
"preperations": "preperations",
"force": "force",
"potency": "potency",
"trigger": "trigger",
"command": "command",
"contact": "contact",
"time": "time",
"adeptpowers": "Adept Powers or Other Abilities",
"whisper rolls to gm": "whisper rolls to gm"
}
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{
"a": "A",
"acc": "ACC",
"accel": "Accel",
"acceleration": "Acceleration",
"acid": "Acid",
"Acid Protection": "Acid Protection",
"actinggroup": "Acting Group",
"active": "Active",
"aeronauticsmechanic": "Aeronautics Mechanic",
"age": "Age",
"agility": "Agility",
"alchemy": "Alchemy",
"ammo": "Ammo",
"animalhandling": "Animal Handling",
"ap": "AP",
"arcana": "Arcana",
"archery": "Archery",
"armor": "Armor",
"armorer": "Armorer",
"armorrating": "Armor Rating",
"arms": "Arms",
"artisan": "Artisan",
"assensing": "Assensing",
"astralcombat": "Astral Combat",
"astralini": "Astral Ini",
"astralinitiative": "Astral Initiative",
"athleticsgroup": "Athletics Group",
"attack": "Attack",
"attribute": "Attribute",
"attributearray": "Attribute Array",
"attributes": "Attributes",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatics",
"automotivemechanic": "Automotive Mechanic",
"awakened": "Awakened",
"b": "B",
"banishing": "Banishing",
"base": "Base",
"baseslider": "Base slider",
"bf": "BF",
"binding": "Binding",
"biotechgroup": "Biotech Group",
"biotechnology": "Biotechnology",
"blades": "Blades",
"body": "Body",
"bonuses": "Bonuses",
"c": "C",
"character": "Character",
"charisma": "Charisma",
"chemistry": "Chemistry",
"close": "Close",
"closecombatgroup": "Close Combat Group",
"clubs": "Clubs",
"cold": "Cold",
"Cold Protection": "Cold Protection",
"combat": "Combat",
"combatskill": "Combat Skill",
"combatskills": "Combat Skills",
"combattype": "Combat Type",
"compiling": "Compiling",
"complex form": "Complex Form",
"composure": "Composure",
"computer": "Computer",
"con": "Con",
"conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.",
"conditionmonitor": "Condition Monitor",
"conditionmonitorm": "Condition Monitor (M)",
"conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ",
"conditionmonitorpm": "Condition Monitor (P/M)",
"conditionmonitorps": "Condition Monitor (P/S)",
"conjuring": "Conjuring",
"conjuringgroup": "Conjuring Group",
"connection": "Connection",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"core": "Core",
"corecombatinfo": "Core Combat Info",
"counterspelling": "Counterspelling",
"crackinggroup": "Cracking Group",
"cybercombat": "Cybercombat",
"cybertechnology": "Cybertechnology",
"d6": "d6",
"dam": "Dam",
"damage": "Damage",
"damagetype": "Combat Damage",
"dataproc": "Data Proc.",
"decompiling": "Decompiling",
"default": "Default a skill",
"defense": "Defense",
"defense attribute": "Defense Attribute",
"defense matrix attribute": "Defense Matrix Attribute",
"demolitions": "Demolitions",
"detection": "Detection",
"device": "Device",
"devicerating": "Device Rating",
"dice": "Dice",
"direct": "Direct",
"disenchanting": "Disenchanting",
"disguise": "Disguise",
"diving": "Diving",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Duration",
"e": "E",
"echos": "Echos",
"edge": "Edge",
"elec": "Elec.",
"Electrical Protection": "Electrical Protection",
"Electronics Group": "Electronics Group",
"electronicwarfare": "Electronic Warfare",
"emerged": "Emerged",
"enchantinggroup": "Enchanting Group",
"engineeringgroup": "Engineering Group",
"escapeartist": "Escape Artist",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnicity",
"etiquette": "Etiquette",
"exoticmelee": "Exotic Melee",
"exoticnote": "Exotics are not linked to skills. Use modifier Dice input to set skill dice.",
"exoticrange": "Exotic Range",
"extended": "Extended",
"f": "F",
"fa": "FA",
"fade": "Fade",
"fadevalue": "Fade Value",
"fakeid": "Fake ID",
"fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses",
"far": "Far",
"favor": "Favor",
"file": "File",
"fire": "Fire",
"firearmsgroup": "Firearms Group",
"Fire Protection": "Fire Protection",
"firewall": "Firewall",
"firstaid": "First Aid",
"flight": "Flight",
"forgery": "Forgery",
"freefall": "Free Fall",
"funds": "Funds",
"gear": "Gear",
"gm": "To GM",
"gm-whisper": "Whisper Roll to GM",
"/w GM": "/w GM",
"grunt": "Grunt",
"gunnery": "Gunnery",
"gymnastics": "Gymnastics",
"hacking": "Hacking",
"hand": "Hand",
"handling": "Handling",
"handoff": "Hand (Off)",
"hardware": "Hardware",
"health": "Health",
"heavyweapons": "Heavy Weapons",
"height-u": "Height",
"host": "Host",
"host_rating": "Host Rating",
"i": "I",
"ic": "IC",
"ic limit": "IC Limit",
"idslifestylecurrency": "IDs/Lifestyles/Currency",
"illusion": "Illusion",
"impersonation": "Impersonation",
"indirect": "Indirect",
"industrialmechanic": "Industrial Mechanic",
"influencegroup": "Influence Group",
"initiate": "Initiate",
"initiative": "Initiative",
"initiativedice": "Initiative Dice",
"instant": "Instant",
"instruction": "Instruction",
"intimidation": "Intimidation",
"intrusioncountermeasures": "Intrusion Countermeasures",
"intuition": "Intuition",
"item": "Item",
"judgeintentions": "Judge Intentions",
"karma": "Karma",
"know": "Know..",
"knowledgeskills": "Knowledge Skills",
"l": "L",
"lang": "Lang..",
"languageskills": "Language Skills",
"leadership": "Leadership",
"level": "Level",
"licenses": "Licenses",
"liftcarry": "Lift & Carry",
"limit": "Limit",
"limits": "Limits",
"locksmith": "Locksmith",
"logic": "Logic",
"longarms": "Longarms",
"los": "LOS",
"los (a)": "LOS (A)",
"loyalty": "Loyalty",
"m": "M",
"magic": "Magic",
"magicalskill": "Magical Skill",
"magicalskills": "Magical Skills",
"magicres": "Magic/Resonance",
"mana": "Mana",
"manipulation": "Manipulation",
"martialarts": "Martial Arts",
"matrix": "Matrix",
"matrixdevice": "Matrix Device",
"matrixinit": "Matrix Ini",
"matrixinitiative": "Matrix Initiative",
"matrixsoak": "Matrix Soak",
"medicine": "Medicine",
"melee": "Melee",
"memory": "Memory",
"mental": "Mental",
"mental_limit": "Mental Limit",
"mentallimit": "Mental Limit:",
"metamagic": "Metamagic",
"metatype": "Metatype",
"misc": "Misc",
"mode": "Mode",
"model": "Model",
"modeoptions": "Mode Options",
"modes": "Modes",
"modifications": "Modifications",
"modifier": "Modifier",
"modifierdice": "Modifier Dice",
"modifiers": "Modifiers",
"movement": "Movement",
"mundane": "Mundane",
"n": "N",
"name": "Name",
"namealias": "NAME/PRIMARY ALIAS",
"nauticalmechanic": "Nautical Mechanic",
"navigation": "Navigation",
"near": "Near",
"negotiation": "Negotiation",
"none": "None",
"notes": "Notes",
"notoriety": "Notoriety",
"nuyen": "Nuyen",
"options": "Options",
"other": "Other",
"outdoorsgroup": "Outdoors Group",
"overflow": "Overflow",
"overflowmodifier": "Overflow Modifier",
"p": "P",
"high pain tolerance": "high pain tolerance",
"low pain tolerance": "low pain tolerance",
"damage compensators": "Damage Compensators (P/S): ",
"paintolerance": "Pain Tolerance",
"palming": "Palming",
"pc": "PC",
"perception": "Perception",
"performance": "Performance",
"permanent": "Permanent",
"persona": "Persona",
"personal": "Personal Data",
"physical": "Physical",
"physical_limit": "Physical Limit",
"physicalbonus": "Physical Bonus",
"physicaldamagetrack": "Physical Damage Track",
"physicallimit": "Physical Limit:",
"physicalskills": "Physical Skills",
"pilot": "pilot",
"pilotaerospace": "Pilot Aerospace",
"pilotaircraft": "Pilot Aircraft",
"pilotexoticvehicle": "Pilot Exotic Vehicle",
"pilotgroundcraft": "Pilot Ground Craft",
"pilotwalker": "Pilot Walker",
"pilotwatercraft": "Pilot Watercraft",
"pistols": "Pistols",
"player": "Player",
"plot": "Plot",
"power": "Power",
"powers": "Powers",
"pr": "Professional Rating",
"prep": "Prep...",
"primary": "Primary",
"primaryarmor": "Primary Armor",
"primarylifestyle": "Primary Lifestyle",
"primarymeleeweapon": "Primary Melee Weapon",
"primaryrangedweapon": "Primary Ranged Weapon",
"programs": "Programs",
"projectileweapons": "Projectile Weapons",
"public": "Public",
"publicawareness": "Public Awereness",
"qualities": "Qualities",
"quality": "Quality",
"quantity": "Quantity",
"r": "R",
"radi": "Radi.",
"Radiation Protection": "Radiation Protection",
"range": "Range",
"ranged": "Ranged",
"rating": "Rating",
"ratingmodifier": "Rating Modifier",
"rc": "RC",
"reach": "Reach",
"reaction": "Reaction",
"recoil": "Recoil",
"registering": "Registering",
"relatedlifestyle": "Related Lifestyles",
"resonance": "Resonance",
"resonanceskills": "Resonance Skills",
"rituals": "Rituals",
"ritualspellcasting": "Ritual Spellcasting",
"rtg": "RTG",
"running": "Running",
"s": "S",
"sa": "SA",
"seat": "Seat",
"self": "Self",
"sensor": "Sensor",
"sex": "Sex",
"shadowamps": "Shadow Amps",
"sheetdescription": "Set the default sheet type.",
"sheetselect": "Sheet Select",
"sheettype": "Sheet Type",
"skill": "Skill",
"skills": "Skills",
"sneaking": "Sneaking",
"soak": "Soak",
"social": "Social",
"social_limit": "Social Limit",
"sociallimit": "Social Limit: ",
"socialskills": "Social Skills",
"software": "Software",
"sorcery": "Sorcery",
"sorcerygroup": "Sorcery Group",
"special": "Special",
"specialization": "Specialization",
"speed": "Speed",
"speedoff": "Speed (Off)",
"spellcasting": "Spellcasting",
"category": "Category",
"spells": "Spells",
"sprite": "Sprite",
"ss": "SS",
"stealthgroup": "Stealth Group",
"streetcred": "Street Cred",
"strength": "Strength",
"stun": "Stun",
"stunbonus": "Stun Bonus",
"stundamagetrack": "Stun Damage Track",
"style": "Style",
"submersion": "Submersion",
"summoning": "Summoning",
"survival": "Survival",
"sustained": "Sustained",
"swimming": "Swimming",
"t": "T",
"t (a)": "T (A)",
"target": "Target",
"taskinggroup": "Tasking Group",
"technicalskills": "Technical Skills",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Temporary Modifiers",
"throwingweapons": "Throwing Weapons",
"topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"total": "Total",
"totalkarma": "Total Karma",
"tracking": "Tracking",
"type": "Type",
"unarmedcombat": "Unarmed Combat",
"vehicle": "Vehicle",
"vehicleskills": "Vehicle Skills",
"vehicleweapons": "Vehicle Weapons",
"w": "W",
"weakness": "Weakness",
"weapon": "Weapon",
"weapons": "Weapons",
"weight": "Weight",
"whisper": "Whisper",
"whisperdescription": "Set the default for rolling in public or to gm.",
"willpower": "Willpower",
"wounds": "Wounds",
"cancel": "Cancel",
"next": "Next",
"back": "Back",
"import": "Import",
"importer": "Importer",
"importecharacter": "Import Character",
"apply": "Apply",
"importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.",
"character name": "character name",
"player name": "player name",
"walk modifier": "walk modifier",
"run modifier": "run modifier",
"movement modifier": "movement modifier",
"preperations": "preperations",
"force": "force",
"potency": "potency",
"trigger": "trigger",
"command": "command",
"contact": "contact",
"time": "time",
"adeptpowers": "Adept Powers or Other Abilities",
"whisper rolls to gm": "whisper rolls to gm"
}
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{
"a": "A",
"acc": "ACC",
"accel": "Accel",
"acceleration": "Acceleration",
"acid": "Acid",
"Acid Protection": "Acid Protection",
"actinggroup": "Acting Group",
"active": "Active",
"aeronauticsmechanic": "Aeronautics Mechanic",
"age": "Age",
"agility": "Agility",
"alchemy": "Alchemy",
"ammo": "Ammo",
"animalhandling": "Animal Handling",
"ap": "AP",
"arcana": "Arcana",
"archery": "Archery",
"armor": "Armor",
"armorer": "Armorer",
"armorrating": "Armor Rating",
"arms": "Arms",
"artisan": "Artisan",
"assensing": "Assensing",
"astralcombat": "Astral Combat",
"astralini": "Astral Ini",
"astralinitiative": "Astral Initiative",
"athleticsgroup": "Athletics Group",
"attack": "Attack",
"attribute": "Attribute",
"attributearray": "Attribute Array",
"attributes": "Attributes",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatics",
"automotivemechanic": "Automotive Mechanic",
"awakened": "Awakened",
"b": "B",
"banishing": "Banishing",
"base": "Base",
"baseslider": "Base slider",
"bf": "BF",
"binding": "Binding",
"biotechgroup": "Biotech Group",
"biotechnology": "Biotechnology",
"blades": "Blades",
"body": "Body",
"bonuses": "Bonuses",
"c": "C",
"character": "Character",
"charisma": "Charisma",
"chemistry": "Chemistry",
"close": "Close",
"closecombatgroup": "Close Combat Group",
"clubs": "Clubs",
"cold": "Cold",
"Cold Protection": "Cold Protection",
"combat": "Combat",
"combatskill": "Combat Skill",
"combatskills": "Combat Skills",
"combattype": "Combat Type",
"compiling": "Compiling",
"complex form": "Complex Form",
"composure": "Composure",
"computer": "Computer",
"con": "Con",
"conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.",
"conditionmonitor": "Condition Monitor",
"conditionmonitorm": "Condition Monitor (M)",
"conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ",
"conditionmonitorpm": "Condition Monitor (P/M)",
"conditionmonitorps": "Condition Monitor (P/S)",
"conjuring": "Conjuring",
"conjuringgroup": "Conjuring Group",
"connection": "Connection",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"core": "Core",
"corecombatinfo": "Core Combat Info",
"counterspelling": "Counterspelling",
"crackinggroup": "Cracking Group",
"cybercombat": "Cybercombat",
"cybertechnology": "Cybertechnology",
"d6": "d6",
"dam": "Dam",
"damage": "Damage",
"damagetype": "Combat Damage",
"dataproc": "Data Proc.",
"decompiling": "Decompiling",
"default": "Default a skill",
"defense": "Defense",
"defense attribute": "Defense Attribute",
"defense matrix attribute": "Defense Matrix Attribute",
"demolitions": "Demolitions",
"detection": "Detection",
"device": "Device",
"devicerating": "Device Rating",
"dice": "Dice",
"direct": "Direct",
"disenchanting": "Disenchanting",
"disguise": "Disguise",
"diving": "Diving",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Duration",
"e": "E",
"echos": "Echos",
"edge": "Edge",
"elec": "Elec.",
"Electrical Protection": "Electrical Protection",
"Electronics Group": "Electronics Group",
"electronicwarfare": "Electronic Warfare",
"emerged": "Emerged",
"enchantinggroup": "Enchanting Group",
"engineeringgroup": "Engineering Group",
"escapeartist": "Escape Artist",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnicity",
"etiquette": "Etiquette",
"exoticmelee": "Exotic Melee",
"exoticnote": "Exotics are not linked to skills. Use modifier Dice input to set skill dice.",
"exoticrange": "Exotic Range",
"extended": "Extended",
"f": "F",
"fa": "FA",
"fade": "Fade",
"fadevalue": "Fade Value",
"fakeid": "Fake ID",
"fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses",
"far": "Far",
"favor": "Favor",
"file": "File",
"fire": "Fire",
"firearmsgroup": "Firearms Group",
"Fire Protection": "Fire Protection",
"firewall": "Firewall",
"firstaid": "First Aid",
"flight": "Flight",
"forgery": "Forgery",
"freefall": "Free Fall",
"funds": "Funds",
"gear": "Gear",
"gm": "To GM",
"gm-whisper": "Whisper Roll to GM",
"/w GM": "/w GM",
"grunt": "Grunt",
"gunnery": "Gunnery",
"gymnastics": "Gymnastics",
"hacking": "Hacking",
"hand": "Hand",
"handling": "Handling",
"handoff": "Hand (Off)",
"hardware": "Hardware",
"health": "Health",
"heavyweapons": "Heavy Weapons",
"height-u": "Height",
"host": "Host",
"host_rating": "Host Rating",
"i": "I",
"ic": "IC",
"ic limit": "IC Limit",
"idslifestylecurrency": "IDs/Lifestyles/Currency",
"illusion": "Illusion",
"impersonation": "Impersonation",
"indirect": "Indirect",
"industrialmechanic": "Industrial Mechanic",
"influencegroup": "Influence Group",
"initiate": "Initiate",
"initiative": "Initiative",
"initiativedice": "Initiative Dice",
"instant": "Instant",
"instruction": "Instruction",
"intimidation": "Intimidation",
"intrusioncountermeasures": "Intrusion Countermeasures",
"intuition": "Intuition",
"item": "Item",
"judgeintentions": "Judge Intentions",
"karma": "Karma",
"know": "Know..",
"knowledgeskills": "Knowledge Skills",
"l": "L",
"lang": "Lang..",
"languageskills": "Language Skills",
"leadership": "Leadership",
"level": "Level",
"licenses": "Licenses",
"liftcarry": "Lift & Carry",
"limit": "Limit",
"limits": "Limits",
"locksmith": "Locksmith",
"logic": "Logic",
"longarms": "Longarms",
"los": "LOS",
"los (a)": "LOS (A)",
"loyalty": "Loyalty",
"m": "M",
"magic": "Magic",
"magicalskill": "Magical Skill",
"magicalskills": "Magical Skills",
"magicres": "Magic/Resonance",
"mana": "Mana",
"manipulation": "Manipulation",
"martialarts": "Martial Arts",
"matrix": "Matrix",
"matrixdevice": "Matrix Device",
"matrixinit": "Matrix Ini",
"matrixinitiative": "Matrix Initiative",
"matrixsoak": "Matrix Soak",
"medicine": "Medicine",
"melee": "Melee",
"memory": "Memory",
"mental": "Mental",
"mental_limit": "Mental Limit",
"mentallimit": "Mental Limit:",
"metamagic": "Metamagic",
"metatype": "Metatype",
"misc": "Misc",
"mode": "Mode",
"model": "Model",
"modeoptions": "Mode Options",
"modes": "Modes",
"modifications": "Modifications",
"modifier": "Modifier",
"modifierdice": "Modifier Dice",
"modifiers": "Modifiers",
"movement": "Movement",
"mundane": "Mundane",
"n": "N",
"name": "Name",
"namealias": "NAME/PRIMARY ALIAS",
"nauticalmechanic": "Nautical Mechanic",
"navigation": "Navigation",
"near": "Near",
"negotiation": "Negotiation",
"none": "None",
"notes": "Notes",
"notoriety": "Notoriety",
"nuyen": "Nuyen",
"options": "Options",
"other": "Other",
"outdoorsgroup": "Outdoors Group",
"overflow": "Overflow",
"overflowmodifier": "Overflow Modifier",
"p": "P",
"high pain tolerance": "high pain tolerance",
"low pain tolerance": "low pain tolerance",
"damage compensators": "Damage Compensators (P/S): ",
"paintolerance": "Pain Tolerance",
"palming": "Palming",
"pc": "PC",
"perception": "Perception",
"performance": "Performance",
"permanent": "Permanent",
"persona": "Persona",
"personal": "Personal Data",
"physical": "Physical",
"physical_limit": "Physical Limit",
"physicalbonus": "Physical Bonus",
"physicaldamagetrack": "Physical Damage Track",
"physicallimit": "Physical Limit:",
"physicalskills": "Physical Skills",
"pilot": "pilot",
"pilotaerospace": "Pilot Aerospace",
"pilotaircraft": "Pilot Aircraft",
"pilotexoticvehicle": "Pilot Exotic Vehicle",
"pilotgroundcraft": "Pilot Ground Craft",
"pilotwalker": "Pilot Walker",
"pilotwatercraft": "Pilot Watercraft",
"pistols": "Pistols",
"player": "Player",
"plot": "Plot",
"power": "Power",
"powers": "Powers",
"pr": "Professional Rating",
"prep": "Prep...",
"primary": "Primary",
"primaryarmor": "Primary Armor",
"primarylifestyle": "Primary Lifestyle",
"primarymeleeweapon": "Primary Melee Weapon",
"primaryrangedweapon": "Primary Ranged Weapon",
"programs": "Programs",
"projectileweapons": "Projectile Weapons",
"public": "Public",
"publicawareness": "Public Awereness",
"qualities": "Qualities",
"quality": "Quality",
"quantity": "Quantity",
"r": "R",
"radi": "Radi.",
"Radiation Protection": "Radiation Protection",
"range": "Range",
"ranged": "Ranged",
"rating": "Rating",
"ratingmodifier": "Rating Modifier",
"rc": "RC",
"reach": "Reach",
"reaction": "Reaction",
"recoil": "Recoil",
"registering": "Registering",
"relatedlifestyle": "Related Lifestyles",
"resonance": "Resonance",
"resonanceskills": "Resonance Skills",
"rituals": "Rituals",
"ritualspellcasting": "Ritual Spellcasting",
"rtg": "RTG",
"running": "Running",
"s": "S",
"sa": "SA",
"seat": "Seat",
"self": "Self",
"sensor": "Sensor",
"sex": "Sex",
"shadowamps": "Shadow Amps",
"sheetdescription": "Set the default sheet type.",
"sheetselect": "Sheet Select",
"sheettype": "Sheet Type",
"skill": "Skill",
"skills": "Skills",
"sneaking": "Sneaking",
"soak": "Soak",
"social": "Social",
"social_limit": "Social Limit",
"sociallimit": "Social Limit: ",
"socialskills": "Social Skills",
"software": "Software",
"sorcery": "Sorcery",
"sorcerygroup": "Sorcery Group",
"special": "Special",
"specialization": "Specialization",
"speed": "Speed",
"speedoff": "Speed (Off)",
"spellcasting": "Spellcasting",
"category": "Category",
"spells": "Spells",
"sprite": "Sprite",
"ss": "SS",
"stealthgroup": "Stealth Group",
"streetcred": "Street Cred",
"strength": "Strength",
"stun": "Stun",
"stunbonus": "Stun Bonus",
"stundamagetrack": "Stun Damage Track",
"style": "Style",
"submersion": "Submersion",
"summoning": "Summoning",
"survival": "Survival",
"sustained": "Sustained",
"swimming": "Swimming",
"t": "T",
"t (a)": "T (A)",
"target": "Target",
"taskinggroup": "Tasking Group",
"technicalskills": "Technical Skills",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Temporary Modifiers",
"throwingweapons": "Throwing Weapons",
"topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"total": "Total",
"totalkarma": "Total Karma",
"tracking": "Tracking",
"type": "Type",
"unarmedcombat": "Unarmed Combat",
"vehicle": "Vehicle",
"vehicleskills": "Vehicle Skills",
"vehicleweapons": "Vehicle Weapons",
"w": "W",
"weakness": "Weakness",
"weapon": "Weapon",
"weapons": "Weapons",
"weight": "Weight",
"whisper": "Whisper",
"whisperdescription": "Set the default for rolling in public or to gm.",
"willpower": "Willpower",
"wounds": "Wounds",
"cancel": "Cancel",
"next": "Next",
"back": "Back",
"import": "Import",
"importer": "Importer",
"importecharacter": "Import Character",
"apply": "Apply",
"importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.",
"character name": "character name",
"player name": "player name",
"walk modifier": "walk modifier",
"run modifier": "run modifier",
"movement modifier": "movement modifier",
"preperations": "preperations",
"force": "force",
"potency": "potency",
"trigger": "trigger",
"command": "command",
"contact": "contact",
"time": "time",
"adeptpowers": "Adept Powers or Other Abilities",
"whisper rolls to gm": "whisper rolls to gm"
}
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{
"a": "A",
"acc": "ACC",
"accel": "Accel",
"acceleration": "Acceleration",
"acid": "Acid",
"Acid Protection": "Acid Protection",
"actinggroup": "Acting Group",
"active": "Active",
"aeronauticsmechanic": "Aeronautics Mechanic",
"age": "Age",
"agility": "Agility",
"alchemy": "Alchemy",
"ammo": "Ammo",
"animalhandling": "Animal Handling",
"ap": "AP",
"arcana": "Arcana",
"archery": "Archery",
"armor": "Armor",
"armorer": "Armorer",
"armorrating": "Armor Rating",
"arms": "Arms",
"artisan": "Artisan",
"assensing": "Assensing",
"astralcombat": "Astral Combat",
"astralini": "Astral Ini",
"astralinitiative": "Astral Initiative",
"athleticsgroup": "Athletics Group",
"attack": "Attack",
"attribute": "Attribute",
"attributearray": "Attribute Array",
"attributes": "Attributes",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatics",
"automotivemechanic": "Automotive Mechanic",
"awakened": "Awakened",
"b": "B",
"banishing": "Banishing",
"base": "Base",
"baseslider": "Base slider",
"bf": "BF",
"binding": "Binding",
"biotechgroup": "Biotech Group",
"biotechnology": "Biotechnology",
"blades": "Blades",
"body": "Body",
"bonuses": "Bonuses",
"c": "C",
"character": "Character",
"charisma": "Charisma",
"chemistry": "Chemistry",
"close": "Close",
"closecombatgroup": "Close Combat Group",
"clubs": "Clubs",
"cold": "Cold",
"Cold Protection": "Cold Protection",
"combat": "Combat",
"combatskill": "Combat Skill",
"combatskills": "Combat Skills",
"combattype": "Combat Type",
"compiling": "Compiling",
"complex form": "Complex Form",
"composure": "Composure",
"computer": "Computer",
"con": "Con",
"conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.",
"conditionmonitor": "Condition Monitor",
"conditionmonitorm": "Condition Monitor (M)",
"conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ",
"conditionmonitorpm": "Condition Monitor (P/M)",
"conditionmonitorps": "Condition Monitor (P/S)",
"conjuring": "Conjuring",
"conjuringgroup": "Conjuring Group",
"connection": "Connection",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"core": "Core",
"corecombatinfo": "Core Combat Info",
"counterspelling": "Counterspelling",
"crackinggroup": "Cracking Group",
"cybercombat": "Cybercombat",
"cybertechnology": "Cybertechnology",
"d6": "d6",
"dam": "Dam",
"damage": "Damage",
"damagetype": "Combat Damage",
"dataproc": "Data Proc.",
"decompiling": "Decompiling",
"default": "Default a skill",
"defense": "Defense",
"defense attribute": "Defense Attribute",
"defense matrix attribute": "Defense Matrix Attribute",
"demolitions": "Demolitions",
"detection": "Detection",
"device": "Device",
"devicerating": "Device Rating",
"dice": "Dice",
"direct": "Direct",
"disenchanting": "Disenchanting",
"disguise": "Disguise",
"diving": "Diving",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Duration",
"e": "E",
"echos": "Echos",
"edge": "Edge",
"elec": "Elec.",
"Electrical Protection": "Electrical Protection",
"Electronics Group": "Electronics Group",
"electronicwarfare": "Electronic Warfare",
"emerged": "Emerged",
"enchantinggroup": "Enchanting Group",
"engineeringgroup": "Engineering Group",
"escapeartist": "Escape Artist",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnicity",
"etiquette": "Etiquette",
"exoticmelee": "Exotic Melee",
"exoticnote": "Exotics are not linked to skills. Use modifier Dice input to set skill dice.",
"exoticrange": "Exotic Range",
"extended": "Extended",
"f": "F",
"fa": "FA",
"fade": "Fade",
"fadevalue": "Fade Value",
"fakeid": "Fake ID",
"fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses",
"far": "Far",
"favor": "Favor",
"file": "File",
"fire": "Fire",
"firearmsgroup": "Firearms Group",
"Fire Protection": "Fire Protection",
"firewall": "Firewall",
"firstaid": "First Aid",
"flight": "Flight",
"forgery": "Forgery",
"freefall": "Free Fall",
"funds": "Funds",
"gear": "Gear",
"gm": "To GM",
"gm-whisper": "Whisper Roll to GM",
"/w GM": "/w GM",
"grunt": "Grunt",
"gunnery": "Gunnery",
"gymnastics": "Gymnastics",
"hacking": "Hacking",
"hand": "Hand",
"handling": "Handling",
"handoff": "Hand (Off)",
"hardware": "Hardware",
"health": "Health",
"heavyweapons": "Heavy Weapons",
"height-u": "Height",
"host": "Host",
"host_rating": "Host Rating",
"i": "I",
"ic": "IC",
"ic limit": "IC Limit",
"idslifestylecurrency": "IDs/Lifestyles/Currency",
"illusion": "Illusion",
"impersonation": "Impersonation",
"indirect": "Indirect",
"industrialmechanic": "Industrial Mechanic",
"influencegroup": "Influence Group",
"initiate": "Initiate",
"initiative": "Initiative",
"initiativedice": "Initiative Dice",
"instant": "Instant",
"instruction": "Instruction",
"intimidation": "Intimidation",
"intrusioncountermeasures": "Intrusion Countermeasures",
"intuition": "Intuition",
"item": "Item",
"judgeintentions": "Judge Intentions",
"karma": "Karma",
"know": "Know..",
"knowledgeskills": "Knowledge Skills",
"l": "L",
"lang": "Lang..",
"languageskills": "Language Skills",
"leadership": "Leadership",
"level": "Level",
"licenses": "Licenses",
"liftcarry": "Lift & Carry",
"limit": "Limit",
"limits": "Limits",
"locksmith": "Locksmith",
"logic": "Logic",
"longarms": "Longarms",
"los": "LOS",
"los (a)": "LOS (A)",
"loyalty": "Loyalty",
"m": "M",
"magic": "Magic",
"magicalskill": "Magical Skill",
"magicalskills": "Magical Skills",
"magicres": "Magic/Resonance",
"mana": "Mana",
"manipulation": "Manipulation",
"martialarts": "Martial Arts",
"matrix": "Matrix",
"matrixdevice": "Matrix Device",
"matrixinit": "Matrix Ini",
"matrixinitiative": "Matrix Initiative",
"matrixsoak": "Matrix Soak",
"medicine": "Medicine",
"melee": "Melee",
"memory": "Memory",
"mental": "Mental",
"mental_limit": "Mental Limit",
"mentallimit": "Mental Limit:",
"metamagic": "Metamagic",
"metatype": "Metatype",
"misc": "Misc",
"mode": "Mode",
"model": "Model",
"modeoptions": "Mode Options",
"modes": "Modes",
"modifications": "Modifications",
"modifier": "Modifier",
"modifierdice": "Modifier Dice",
"modifiers": "Modifiers",
"movement": "Movement",
"mundane": "Mundane",
"n": "N",
"name": "Name",
"namealias": "NAME/PRIMARY ALIAS",
"nauticalmechanic": "Nautical Mechanic",
"navigation": "Navigation",
"near": "Near",
"negotiation": "Negotiation",
"none": "None",
"notes": "Notes",
"notoriety": "Notoriety",
"nuyen": "Nuyen",
"options": "Options",
"other": "Other",
"outdoorsgroup": "Outdoors Group",
"overflow": "Overflow",
"overflowmodifier": "Overflow Modifier",
"p": "P",
"high pain tolerance": "high pain tolerance",
"low pain tolerance": "low pain tolerance",
"damage compensators": "Damage Compensators (P/S): ",
"paintolerance": "Pain Tolerance",
"palming": "Palming",
"pc": "PC",
"perception": "Perception",
"performance": "Performance",
"permanent": "Permanent",
"persona": "Persona",
"personal": "Personal Data",
"physical": "Physical",
"physical_limit": "Physical Limit",
"physicalbonus": "Physical Bonus",
"physicaldamagetrack": "Physical Damage Track",
"physicallimit": "Physical Limit:",
"physicalskills": "Physical Skills",
"pilot": "pilot",
"pilotaerospace": "Pilot Aerospace",
"pilotaircraft": "Pilot Aircraft",
"pilotexoticvehicle": "Pilot Exotic Vehicle",
"pilotgroundcraft": "Pilot Ground Craft",
"pilotwalker": "Pilot Walker",
"pilotwatercraft": "Pilot Watercraft",
"pistols": "Pistols",
"player": "Player",
"plot": "Plot",
"power": "Power",
"powers": "Powers",
"pr": "Professional Rating",
"prep": "Prep...",
"primary": "Primary",
"primaryarmor": "Primary Armor",
"primarylifestyle": "Primary Lifestyle",
"primarymeleeweapon": "Primary Melee Weapon",
"primaryrangedweapon": "Primary Ranged Weapon",
"programs": "Programs",
"projectileweapons": "Projectile Weapons",
"public": "Public",
"publicawareness": "Public Awereness",
"qualities": "Qualities",
"quality": "Quality",
"quantity": "Quantity",
"r": "R",
"radi": "Radi.",
"Radiation Protection": "Radiation Protection",
"range": "Range",
"ranged": "Ranged",
"rating": "Rating",
"ratingmodifier": "Rating Modifier",
"rc": "RC",
"reach": "Reach",
"reaction": "Reaction",
"recoil": "Recoil",
"registering": "Registering",
"relatedlifestyle": "Related Lifestyles",
"resonance": "Resonance",
"resonanceskills": "Resonance Skills",
"rituals": "Rituals",
"ritualspellcasting": "Ritual Spellcasting",
"rtg": "RTG",
"running": "Running",
"s": "S",
"sa": "SA",
"seat": "Seat",
"self": "Self",
"sensor": "Sensor",
"sex": "Sex",
"shadowamps": "Shadow Amps",
"sheetdescription": "Set the default sheet type.",
"sheetselect": "Sheet Select",
"sheettype": "Sheet Type",
"skill": "Skill",
"skills": "Skills",
"sneaking": "Sneaking",
"soak": "Soak",
"social": "Social",
"social_limit": "Social Limit",
"sociallimit": "Social Limit: ",
"socialskills": "Social Skills",
"software": "Software",
"sorcery": "Sorcery",
"sorcerygroup": "Sorcery Group",
"special": "Special",
"specialization": "Specialization",
"speed": "Speed",
"speedoff": "Speed (Off)",
"spellcasting": "Spellcasting",
"category": "Category",
"spells": "Spells",
"sprite": "Sprite",
"ss": "SS",
"stealthgroup": "Stealth Group",
"streetcred": "Street Cred",
"strength": "Strength",
"stun": "Stun",
"stunbonus": "Stun Bonus",
"stundamagetrack": "Stun Damage Track",
"style": "Style",
"submersion": "Submersion",
"summoning": "Summoning",
"survival": "Survival",
"sustained": "Sustained",
"swimming": "Swimming",
"t": "T",
"t (a)": "T (A)",
"target": "Target",
"taskinggroup": "Tasking Group",
"technicalskills": "Technical Skills",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Temporary Modifiers",
"throwingweapons": "Throwing Weapons",
"topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"total": "Total",
"totalkarma": "Total Karma",
"tracking": "Tracking",
"type": "Type",
"unarmedcombat": "Unarmed Combat",
"vehicle": "Vehicle",
"vehicleskills": "Vehicle Skills",
"vehicleweapons": "Vehicle Weapons",
"w": "W",
"weakness": "Weakness",
"weapon": "Weapon",
"weapons": "Weapons",
"weight": "Weight",
"whisper": "Whisper",
"whisperdescription": "Set the default for rolling in public or to gm.",
"willpower": "Willpower",
"wounds": "Wounds",
"cancel": "Cancel",
"next": "Next",
"back": "Back",
"import": "Import",
"importer": "Importer",
"importecharacter": "Import Character",
"apply": "Apply",
"importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.",
"character name": "character name",
"player name": "player name",
"walk modifier": "walk modifier",
"run modifier": "run modifier",
"movement modifier": "movement modifier",
"preperations": "preperations",
"force": "force",
"potency": "potency",
"trigger": "trigger",
"command": "command",
"contact": "contact",
"time": "time",
"adeptpowers": "Adept Powers or Other Abilities",
"whisper rolls to gm": "whisper rolls to gm"
}
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{
"a": "A",
"acc": "ACC",
"accel": "Accel",
"acceleration": "Acceleration",
"acid": "Acid",
"Acid Protection": "Acid Protection",
"actinggroup": "Acting Group",
"active": "Active",
"aeronauticsmechanic": "Aeronautics Mechanic",
"age": "Age",
"agility": "Agility",
"alchemy": "Alchemy",
"ammo": "Ammo",
"animalhandling": "Animal Handling",
"ap": "AP",
"arcana": "Arcana",
"archery": "Archery",
"armor": "Armor",
"armorer": "Armorer",
"armorrating": "Armor Rating",
"arms": "Arms",
"artisan": "Artisan",
"assensing": "Assensing",
"astralcombat": "Astral Combat",
"astralini": "Astral Ini",
"astralinitiative": "Astral Initiative",
"athleticsgroup": "Athletics Group",
"attack": "Attack",
"attribute": "Attribute",
"attributearray": "Attribute Array",
"attributes": "Attributes",
"augmentations": "Augmentations",
"augs": "Augs",
"automatics": "Automatics",
"automotivemechanic": "Automotive Mechanic",
"awakened": "Awakened",
"b": "B",
"banishing": "Banishing",
"base": "Base",
"baseslider": "Base slider",
"bf": "BF",
"binding": "Binding",
"biotechgroup": "Biotech Group",
"biotechnology": "Biotechnology",
"blades": "Blades",
"body": "Body",
"bonuses": "Bonuses",
"c": "C",
"character": "Character",
"charisma": "Charisma",
"chemistry": "Chemistry",
"close": "Close",
"closecombatgroup": "Close Combat Group",
"clubs": "Clubs",
"cold": "Cold",
"Cold Protection": "Cold Protection",
"combat": "Combat",
"combatskill": "Combat Skill",
"combatskills": "Combat Skills",
"combattype": "Combat Type",
"compiling": "Compiling",
"complex form": "Complex Form",
"composure": "Composure",
"computer": "Computer",
"con": "Con",
"conditionfooter": "For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.",
"conditionmonitor": "Condition Monitor",
"conditionmonitorm": "Condition Monitor (M)",
"conditionmonitormodifiers": "Condition Monitor Modifiers (P/S): ",
"conditionmonitorpm": "Condition Monitor (P/M)",
"conditionmonitorps": "Condition Monitor (P/S)",
"conjuring": "Conjuring",
"conjuringgroup": "Conjuring Group",
"connection": "Connection",
"contacts": "Contacts",
"copyrightfooter": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"core": "Core",
"corecombatinfo": "Core Combat Info",
"counterspelling": "Counterspelling",
"crackinggroup": "Cracking Group",
"cybercombat": "Cybercombat",
"cybertechnology": "Cybertechnology",
"d6": "d6",
"dam": "Dam",
"damage": "Damage",
"damagetype": "Combat Damage",
"dataproc": "Data Proc.",
"decompiling": "Decompiling",
"default": "Default a skill",
"defense": "Defense",
"defense attribute": "Defense Attribute",
"defense matrix attribute": "Defense Matrix Attribute",
"demolitions": "Demolitions",
"detection": "Detection",
"device": "Device",
"devicerating": "Device Rating",
"dice": "Dice",
"direct": "Direct",
"disenchanting": "Disenchanting",
"disguise": "Disguise",
"diving": "Diving",
"drain": "Drain",
"drain-2": "Drain 1",
"drone": "Drone",
"duration": "Duration",
"e": "E",
"echos": "Echos",
"edge": "Edge",
"elec": "Elec.",
"Electrical Protection": "Electrical Protection",
"Electronics Group": "Electronics Group",
"electronicwarfare": "Electronic Warfare",
"emerged": "Emerged",
"enchantinggroup": "Enchanting Group",
"engineeringgroup": "Engineering Group",
"escapeartist": "Escape Artist",
"ess": "Ess",
"essence": "Essence",
"ethnicity": "Ethnicity",
"etiquette": "Etiquette",
"exoticmelee": "Exotic Melee",
"exoticnote": "Exotics are not linked to skills. Use modifier Dice input to set skill dice.",
"exoticrange": "Exotic Range",
"extended": "Extended",
"f": "F",
"fa": "FA",
"fade": "Fade",
"fadevalue": "Fade Value",
"fakeid": "Fake ID",
"fakeidsrelated": "Fake IDs / Related Lifestyles / Funds / Licenses",
"far": "Far",
"favor": "Favor",
"file": "File",
"fire": "Fire",
"firearmsgroup": "Firearms Group",
"Fire Protection": "Fire Protection",
"firewall": "Firewall",
"firstaid": "First Aid",
"flight": "Flight",
"forgery": "Forgery",
"freefall": "Free Fall",
"funds": "Funds",
"gear": "Gear",
"gm": "To GM",
"gm-whisper": "Whisper Roll to GM",
"/w GM": "/w GM",
"grunt": "Grunt",
"gunnery": "Gunnery",
"gymnastics": "Gymnastics",
"hacking": "Hacking",
"hand": "Hand",
"handling": "Handling",
"handoff": "Hand (Off)",
"hardware": "Hardware",
"health": "Health",
"heavyweapons": "Heavy Weapons",
"height-u": "Height",
"host": "Host",
"host_rating": "Host Rating",
"i": "I",
"ic": "IC",
"ic limit": "IC Limit",
"idslifestylecurrency": "IDs/Lifestyles/Currency",
"illusion": "Illusion",
"impersonation": "Impersonation",
"indirect": "Indirect",
"industrialmechanic": "Industrial Mechanic",
"influencegroup": "Influence Group",
"initiate": "Initiate",
"initiative": "Initiative",
"initiativedice": "Initiative Dice",
"instant": "Instant",
"instruction": "Instruction",
"intimidation": "Intimidation",
"intrusioncountermeasures": "Intrusion Countermeasures",
"intuition": "Intuition",
"item": "Item",
"judgeintentions": "Judge Intentions",
"karma": "Karma",
"know": "Know..",
"knowledgeskills": "Knowledge Skills",
"l": "L",
"lang": "Lang..",
"languageskills": "Language Skills",
"leadership": "Leadership",
"level": "Level",
"licenses": "Licenses",
"liftcarry": "Lift & Carry",
"limit": "Limit",
"limits": "Limits",
"locksmith": "Locksmith",
"logic": "Logic",
"longarms": "Longarms",
"los": "LOS",
"los (a)": "LOS (A)",
"loyalty": "Loyalty",
"m": "M",
"magic": "Magic",
"magicalskill": "Magical Skill",
"magicalskills": "Magical Skills",
"magicres": "Magic/Resonance",
"mana": "Mana",
"manipulation": "Manipulation",
"martialarts": "Martial Arts",
"matrix": "Matrix",
"matrixdevice": "Matrix Device",
"matrixinit": "Matrix Ini",
"matrixinitiative": "Matrix Initiative",
"matrixsoak": "Matrix Soak",
"medicine": "Medicine",
"melee": "Melee",
"memory": "Memory",
"mental": "Mental",
"mental_limit": "Mental Limit",
"mentallimit": "Mental Limit:",
"metamagic": "Metamagic",
"metatype": "Metatype",
"misc": "Misc",
"mode": "Mode",
"model": "Model",
"modeoptions": "Mode Options",
"modes": "Modes",
"modifications": "Modifications",
"modifier": "Modifier",
"modifierdice": "Modifier Dice",
"modifiers": "Modifiers",
"movement": "Movement",
"mundane": "Mundane",
"n": "N",
"name": "Name",
"namealias": "NAME/PRIMARY ALIAS",
"nauticalmechanic": "Nautical Mechanic",
"navigation": "Navigation",
"near": "Near",
"negotiation": "Negotiation",
"none": "None",
"notes": "Notes",
"notoriety": "Notoriety",
"nuyen": "Nuyen",
"options": "Options",
"other": "Other",
"outdoorsgroup": "Outdoors Group",
"overflow": "Overflow",
"overflowmodifier": "Overflow Modifier",
"p": "P",
"high pain tolerance": "high pain tolerance",
"low pain tolerance": "low pain tolerance",
"damage compensators": "Damage Compensators (P/S): ",
"paintolerance": "Pain Tolerance",
"palming": "Palming",
"pc": "PC",
"perception": "Perception",
"performance": "Performance",
"permanent": "Permanent",
"persona": "Persona",
"personal": "Personal Data",
"physical": "Physical",
"physical_limit": "Physical Limit",
"physicalbonus": "Physical Bonus",
"physicaldamagetrack": "Physical Damage Track",
"physicallimit": "Physical Limit:",
"physicalskills": "Physical Skills",
"pilot": "pilot",
"pilotaerospace": "Pilot Aerospace",
"pilotaircraft": "Pilot Aircraft",
"pilotexoticvehicle": "Pilot Exotic Vehicle",
"pilotgroundcraft": "Pilot Ground Craft",
"pilotwalker": "Pilot Walker",
"pilotwatercraft": "Pilot Watercraft",
"pistols": "Pistols",
"player": "Player",
"plot": "Plot",
"power": "Power",
"powers": "Powers",
"pr": "Professional Rating",
"prep": "Prep...",
"primary": "Primary",
"primaryarmor": "Primary Armor",
"primarylifestyle": "Primary Lifestyle",
"primarymeleeweapon": "Primary Melee Weapon",
"primaryrangedweapon": "Primary Ranged Weapon",
"programs": "Programs",
"projectileweapons": "Projectile Weapons",
"public": "Public",
"publicawareness": "Public Awereness",
"qualities": "Qualities",
"quality": "Quality",
"quantity": "Quantity",
"r": "R",
"radi": "Radi.",
"Radiation Protection": "Radiation Protection",
"range": "Range",
"ranged": "Ranged",
"rating": "Rating",
"ratingmodifier": "Rating Modifier",
"rc": "RC",
"reach": "Reach",
"reaction": "Reaction",
"recoil": "Recoil",
"registering": "Registering",
"relatedlifestyle": "Related Lifestyles",
"resonance": "Resonance",
"resonanceskills": "Resonance Skills",
"rituals": "Rituals",
"ritualspellcasting": "Ritual Spellcasting",
"rtg": "RTG",
"running": "Running",
"s": "S",
"sa": "SA",
"seat": "Seat",
"self": "Self",
"sensor": "Sensor",
"sex": "Sex",
"shadowamps": "Shadow Amps",
"sheetdescription": "Set the default sheet type.",
"sheetselect": "Sheet Select",
"sheettype": "Sheet Type",
"skill": "Skill",
"skills": "Skills",
"sneaking": "Sneaking",
"soak": "Soak",
"social": "Social",
"social_limit": "Social Limit",
"sociallimit": "Social Limit: ",
"socialskills": "Social Skills",
"software": "Software",
"sorcery": "Sorcery",
"sorcerygroup": "Sorcery Group",
"special": "Special",
"specialization": "Specialization",
"speed": "Speed",
"speedoff": "Speed (Off)",
"spellcasting": "Spellcasting",
"category": "Category",
"spells": "Spells",
"sprite": "Sprite",
"ss": "SS",
"stealthgroup": "Stealth Group",
"streetcred": "Street Cred",
"strength": "Strength",
"stun": "Stun",
"stunbonus": "Stun Bonus",
"stundamagetrack": "Stun Damage Track",
"style": "Style",
"submersion": "Submersion",
"summoning": "Summoning",
"survival": "Survival",
"sustained": "Sustained",
"swimming": "Swimming",
"t": "T",
"t (a)": "T (A)",
"target": "Target",
"taskinggroup": "Tasking Group",
"technicalskills": "Technical Skills",
"technique": "Technique",
"temp": "Temp",
"temporarymodifiers": "Temporary Modifiers",
"throwingweapons": "Throwing Weapons",
"topps": "The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.",
"total": "Total",
"totalkarma": "Total Karma",
"tracking": "Tracking",
"type": "Type",
"unarmedcombat": "Unarmed Combat",
"vehicle": "Vehicle",
"vehicleskills": "Vehicle Skills",
"vehicleweapons": "Vehicle Weapons",
"w": "W",
"weakness": "Weakness",
"weapon": "Weapon",
"weapons": "Weapons",
"weight": "Weight",
"whisper": "Whisper",
"whisperdescription": "Set the default for rolling in public or to gm.",
"willpower": "Willpower",
"wounds": "Wounds",
"cancel": "Cancel",
"next": "Next",
"back": "Back",
"import": "Import",
"importer": "Importer",
"importecharacter": "Import Character",
"apply": "Apply",
"importertext": "You can import a character with a JSON from Chummer. The game owner must set a Compendium in the Game Settings. It does not matter which one you pick. Charactermancer software simply requires one be picked.",
"character name": "character name",
"player name": "player name",
"walk modifier": "walk modifier",
"run modifier": "run modifier",
"movement modifier": "movement modifier",
"preperations": "preperations",
"force": "force",
"potency": "potency",
"trigger": "trigger",
"command": "command",
"contact": "contact",
"time": "time",
"adeptpowers": "Adept Powers or Other Abilities",
"whisper rolls to gm": "whisper rolls to gm"
}
+402
View File
@@ -0,0 +1,402 @@
{
"a": "crwdns80950:0crwdne80950:0",
"acc": "crwdns80952:0crwdne80952:0",
"accel": "crwdns80954:0crwdne80954:0",
"acceleration": "crwdns80956:0crwdne80956:0",
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"Acid Protection": "crwdns80960:0crwdne80960:0",
"actinggroup": "crwdns80962:0crwdne80962:0",
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"age": "crwdns80968:0crwdne80968:0",
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"ammo": "crwdns80974:0crwdne80974:0",
"animalhandling": "crwdns80976:0crwdne80976:0",
"ap": "crwdns80978:0crwdne80978:0",
"arcana": "crwdns80980:0crwdne80980:0",
"Archery": "crwdns80982:0crwdne80982:0",
"armor": "crwdns80984:0crwdne80984:0",
"armorer": "crwdns80986:0crwdne80986:0",
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"arms": "crwdns80990:0crwdne80990:0",
"artisan": "crwdns83328:0crwdne83328:0",
"assensing": "crwdns80992:0crwdne80992:0",
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"Automatics": "crwdns81014:0crwdne81014:0",
"automotivemechanic": "crwdns81016:0crwdne81016:0",
"awakened": "crwdns81018:0crwdne81018:0",
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"base": "crwdns81024:0crwdne81024:0",
"baseslider": "crwdns81026:0crwdne81026:0",
"bf": "crwdns81028:0crwdne81028:0",
"binding": "crwdns81030:0crwdne81030:0",
"biotechgroup": "crwdns81032:0crwdne81032:0",
"biotechnology": "crwdns81034:0crwdne81034:0",
"Blades": "crwdns81036:0crwdne81036:0",
"body": "crwdns81038:0crwdne81038:0",
"bonuses": "crwdns81040:0crwdne81040:0",
"c": "crwdns81042:0crwdne81042:0",
"character": "crwdns81044:0crwdne81044:0",
"charisma": "crwdns81046:0crwdne81046:0",
"chemistry": "crwdns81048:0crwdne81048:0",
"close": "crwdns81050:0crwdne81050:0",
"closecombatgroup": "crwdns139526:0crwdne139526:0",
"clubs": "crwdns81054:0crwdne81054:0",
"cold": "crwdns81056:0crwdne81056:0",
"Cold Protection": "crwdns81058:0crwdne81058:0",
"combat": "crwdns81060:0crwdne81060:0",
"combatskill": "crwdns81062:0crwdne81062:0",
"combatskills": "crwdns81064:0crwdne81064:0",
"combattype": "crwdns81066:0crwdne81066:0",
"compiling": "crwdns81068:0crwdne81068:0",
"complex form": "crwdns138588:0crwdne138588:0",
"composure": "crwdns81072:0crwdne81072:0",
"computer": "crwdns81074:0crwdne81074:0",
"con": "crwdns81076:0crwdne81076:0",
"conditionfooter": "crwdns81078:0crwdne81078:0",
"conditionmonitor": "crwdns81080:0crwdne81080:0",
"conditionmonitorm": "crwdns81082:0crwdne81082:0",
"conditionmonitormodifiers": "crwdns81084:0crwdne81084:0",
"conditionmonitorpm": "crwdns81086:0crwdne81086:0",
"conditionmonitorps": "crwdns81088:0crwdne81088:0",
"conjuring": "crwdns81090:0crwdne81090:0",
"conjuringgroup": "crwdns81092:0crwdne81092:0",
"connection": "crwdns81094:0crwdne81094:0",
"contacts": "crwdns81096:0crwdne81096:0",
"copyrightfooter": "crwdns81098:0crwdne81098:0",
"core": "crwdns81100:0crwdne81100:0",
"corecombatinfo": "crwdns81102:0crwdne81102:0",
"counterspelling": "crwdns81104:0crwdne81104:0",
"crackinggroup": "crwdns81106:0crwdne81106:0",
"cybercombat": "crwdns81108:0crwdne81108:0",
"cyberdeck": "crwdns81110:0crwdne81110:0",
"cybertechnology": "crwdns81112:0crwdne81112:0",
"d6": "crwdns81114:0crwdne81114:0",
"dam": "crwdns81116:0crwdne81116:0",
"damage": "crwdns81118:0crwdne81118:0",
"damagetype": "crwdns81120:0crwdne81120:0",
"data_processing": "crwdns105558:0crwdne105558:0",
"dataproc": "crwdns81122:0crwdne81122:0",
"decompiling": "crwdns81126:0crwdne81126:0",
"default": "crwdns81128:0crwdne81128:0",
"defense": "crwdns81130:0crwdne81130:0",
"defense attribute": "crwdns130358:0crwdne130358:0",
"defense matrix attribute": "crwdns130360:0crwdne130360:0",
"demolitions": "crwdns81136:0crwdne81136:0",
"detection": "crwdns81138:0crwdne81138:0",
"device": "crwdns81140:0crwdne81140:0",
"devicerating": "crwdns81142:0crwdne81142:0",
"dice": "crwdns81144:0crwdne81144:0",
"direct": "crwdns81146:0crwdne81146:0",
"disenchanting": "crwdns81148:0crwdne81148:0",
"disguise": "crwdns81150:0crwdne81150:0",
"diving": "crwdns81152:0crwdne81152:0",
"drain": "crwdns81154:0crwdne81154:0",
"drain-2": "crwdns83330:0crwdne83330:0",
"drone": "crwdns82766:0crwdne82766:0",
"duration": "crwdns81156:0crwdne81156:0",
"e": "crwdns81158:0crwdne81158:0",
"echos": "crwdns81160:0crwdne81160:0",
"edge": "crwdns81162:0crwdne81162:0",
"elec": "crwdns81164:0crwdne81164:0",
"Electrical Protection": "crwdns81166:0crwdne81166:0",
"Electronics Group": "crwdns81168:0crwdne81168:0",
"electronicwarfare": "crwdns139868:0crwdne139868:0",
"emerged": "crwdns81172:0crwdne81172:0",
"enchantinggroup": "crwdns81174:0crwdne81174:0",
"engineeringgroup": "crwdns81176:0crwdne81176:0",
"escapeartist": "crwdns81178:0crwdne81178:0",
"ess": "crwdns81180:0crwdne81180:0",
"essence": "crwdns81182:0crwdne81182:0",
"ethnicity": "crwdns81184:0crwdne81184:0",
"etiquette": "crwdns81186:0crwdne81186:0",
"exoticmelee": "crwdns81188:0crwdne81188:0",
"exoticnote": "crwdns130610:0crwdne130610:0",
"exoticrange": "crwdns81192:0crwdne81192:0",
"extended": "crwdns81194:0crwdne81194:0",
"f": "crwdns81196:0crwdne81196:0",
"fa": "crwdns81198:0crwdne81198:0",
"fade": "crwdns81200:0crwdne81200:0",
"fadevalue": "crwdns81202:0crwdne81202:0",
"fakeid": "crwdns81204:0crwdne81204:0",
"fakeidsrelated": "crwdns81206:0crwdne81206:0",
"far": "crwdns81208:0crwdne81208:0",
"favor": "crwdns81210:0crwdne81210:0",
"file": "crwdns81212:0crwdne81212:0",
"fire": "crwdns81214:0crwdne81214:0",
"firearmsgroup": "crwdns139528:0crwdne139528:0",
"Fire Protection": "crwdns81218:0crwdne81218:0",
"firewall": "crwdns81220:0crwdne81220:0",
"firstaid": "crwdns81222:0crwdne81222:0",
"flight": "crwdns81224:0crwdne81224:0",
"forgery": "crwdns81226:0crwdne81226:0",
"freefall": "crwdns81228:0crwdne81228:0",
"funds": "crwdns81230:0crwdne81230:0",
"gear": "crwdns81232:0crwdne81232:0",
"gm": "crwdns81234:0crwdne81234:0",
"gm-whisper": "crwdns83332:0crwdne83332:0",
"/w GM": "crwdns130362:0crwdne130362:0",
"grunt": "crwdns82916:0crwdne82916:0",
"gunnery": "crwdns81238:0crwdne81238:0",
"gymnastics": "crwdns81240:0crwdne81240:0",
"hacking": "crwdns81242:0crwdne81242:0",
"hand": "crwdns81244:0crwdne81244:0",
"handling": "crwdns81246:0crwdne81246:0",
"handoff": "crwdns81248:0crwdne81248:0",
"hardware": "crwdns81250:0crwdne81250:0",
"health": "crwdns81252:0crwdne81252:0",
"heavyweapons": "crwdns81254:0crwdne81254:0",
"height-u": "crwdns82958:0crwdne82958:0",
"host": "crwdns81258:0crwdne81258:0",
"host_rating": "crwdns130364:0crwdne130364:0",
"i": "crwdns81262:0crwdne81262:0",
"ic": "crwdns81264:0crwdne81264:0",
"ic limit": "crwdns130366:0crwdne130366:0",
"idslifestylecurrency": "crwdns81268:0crwdne81268:0",
"illusion": "crwdns81270:0crwdne81270:0",
"impersonation": "crwdns81272:0crwdne81272:0",
"indirect": "crwdns81274:0crwdne81274:0",
"industrialmechanic": "crwdns81276:0crwdne81276:0",
"influencegroup": "crwdns81278:0crwdne81278:0",
"initiate": "crwdns81280:0crwdne81280:0",
"initiative": "crwdns81282:0crwdne81282:0",
"initiativedice": "crwdns81284:0crwdne81284:0",
"instant": "crwdns81286:0crwdne81286:0",
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"character name": "crwdns130376:0crwdne130376:0",
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"time": "crwdns130628:0crwdne130628:0",
"adeptpowers": "crwdns130630:0crwdne130630:0",
"whisper rolls to gm": "crwdns138596:0crwdne138596:0"
}