Merge remote-tracking branch 'refs/remotes/Roll20/master'

This commit is contained in:
plexsoup
2017-02-17 04:08:08 -08:00
248 changed files with 61894 additions and 21155 deletions
+33 -13
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@@ -9,14 +9,17 @@
"useroptions": [
{
"attribute": "npc",
"displayname": "NPC",
"displayname": "NPC",
"displaytranslationkey": "npc-u",
"type": "checkbox",
"value": "1",
"description": "The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters."
"description": "The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"descriptiontranslationkey": "npc-info"
},
{
"attribute": "rtype",
"displayname": "Roll Queries",
"displaytranslationkey": "roll-queries:-u",
"type": "select",
"options": [
"Always Roll Advantage|{{always=1}} {{r2=[[1d20",
@@ -24,78 +27,95 @@
"Query Advantage|{{query=1}} ?{Advantage?|Normal Roll,&#123&#123normal=1&#125&#125 &#123&#123r2=[[0d20|Advantage,&#123&#123advantage=1&#125&#125 &#123&#123r2=[[1d20|Disadvantage,&#123&#123disadvantage=1&#125&#125 &#123&#123r2=[[1d20}",
"Never Roll Advantage|{{normal=1}} {{r2=[[0d20"
],
"optiontranslationkeys": ["always-roll-adv","toggle-roll-adv","query-roll-adv","never-roll-adv"],
"default": "{{always=1}} {{r2=[[1d20",
"description": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage."
"description": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
"descriptiontranslationkey": "roll-queries-info"
},
{
"attribute": "wtype",
"displayname": "Whisper Rolls to GM",
"displaytranslationkey": "whisp-rolls-gm:-u",
"type": "select",
"options": [
"Never Whisper Rolls|",
"Query Whisper|?{Whisper?|Public Roll,|Whisper Roll,/w gm }",
"Always Whisper Rolls|/w gm "
],
"optiontranslationkeys": ["never-whisper-roll","query-whisper-roll","always-whisper-roll"],
"default": "",
"description": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM."
"description": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
"descriptiontranslationkey": "whisp-rolls-gm-info"
},
{
"attribute": "dtype",
"displayname": "Auto Damage Roll",
"displaytranslationkey": "auto-dmg-roll:-u",
"type": "select",
"options": [
"Don't Auto Roll Damage|pick",
"Auto Roll Damage & Crit|full"
],
"optiontranslationkeys": ["never-roll-dmg","always-roll-dmg"],
"default": "pick",
"description": "By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack."
"description": "By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack.",
"descriptiontranslationkey": "auto-dmg-roll-info"
},
{
"attribute": "charname_output",
"displayname": "Add Character Name To Templates",
"displaytranslationkey": "add-char-to-templates:-u",
"type": "select",
"options": [
"On|{{charname=@{character_name}}}",
"Off|charname=@{character_name}"
],
"optiontranslationkeys": ["on","off"],
"default": "charname=@{character_name}",
"description": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters."
"description": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
"descriptiontranslationkey": "add-char-to-templates-info"
},
{
"attribute": "simpleinventory",
"displayname": "Inventory",
"displaytranslationkey": "inventory:-u",
"type": "select",
"options": [
"Compendium Compatible|complex",
"Simple|simple"
],
"optiontranslationkeys": ["compendium-compatible","simple"],
"default": "complex",
"description": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet."
"description": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
"descriptiontranslationkey": "inventory-info"
},
{
"attribute": "encumberance_setting",
"displayname": "Encumbrance",
"displayname": "Encumberance",
"displaytranslationkey": "encumberance:-u",
"type": "select",
"options": [
"On|on",
"Off|off"
],
"optiontranslationkeys": ["on","off"],
"default": "on",
"description": "The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check."
"description": "The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check.",
"descriptiontranslationkey": "encumberance-info"
},
{
"attribute": "ammotracking",
"displayname": "Ammo Tracking (API Required)",
"displaytranslationkey": "ammo-tracking:-u",
"type": "select",
"options": [
"On|on",
"Off|off"
],
"optiontranslationkeys": ["on","off"],
"default": "off",
"description": "Provides automatic ammo tracking with the <a href='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>."
"description": "Provides automatic ammo tracking with the <a href='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
"descriptiontranslationkey": "ammo-tracking-info"
}
]
}
+12 -2
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@@ -372,5 +372,15 @@
"api-required-title": "Try it now with easy one click API installation available with your Pro subscription.",
"api-required-u": "(API REQUIRED)",
"spell_dc_mod:-u": "SPELL SAVE DC MOD:",
"custom_ac:-u": "CUSTOM AC:"
}
"custom_ac:-u": "CUSTOM AC:",
"npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
"whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
"auto-dmg-roll-info": "By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack.",
"add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
"inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
"encumberance-info": "The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check.",
"ammo-tracking-info": "Provides automatic ammo tracking with the <a src='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
"dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING",
"dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates."
}
+11 -1
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@@ -372,5 +372,15 @@
"api-required-title":"Try it now with easy one click API installation available with your Pro subscription.",
"api-required-u":"(API REQUIRED)",
"spell_dc_mod:-u":"SPELL SAVE DC MOD:",
"custom_ac:-u":"CUSTOM AC:"
"custom_ac:-u":"CUSTOM AC:",
"npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
"whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
"auto-dmg-roll-info":"By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack.",
"add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
"inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
"encumberance-info":"The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check.",
"ammo-tracking-info":"Provides automatic ammo tracking with the <a src='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
"dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING",
"dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates."
}
+11 -1
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@@ -372,5 +372,15 @@
"api-required-title":"Try it now with easy one click API installation available with your Pro subscription.",
"api-required-u":"(API REQUIRED)",
"spell_dc_mod:-u":"SPELL SAVE DC MOD:",
"custom_ac:-u":"CUSTOM AC:"
"custom_ac:-u":"CUSTOM AC:",
"npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
"whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
"auto-dmg-roll-info":"By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack.",
"add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
"inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
"encumberance-info":"The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check.",
"ammo-tracking-info":"Provides automatic ammo tracking with the <a src='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
"dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING",
"dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates."
}
+11 -1
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@@ -372,5 +372,15 @@
"api-required-title":"Try it now with easy one click API installation available with your Pro subscription.",
"api-required-u":"(API REQUIRED)",
"spell_dc_mod:-u":"SPELL SAVE DC MOD:",
"custom_ac:-u":"CUSTOM AC:"
"custom_ac:-u":"CUSTOM AC:",
"npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
"whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
"auto-dmg-roll-info":"By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack.",
"add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
"inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
"encumberance-info":"The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check.",
"ammo-tracking-info":"Provides automatic ammo tracking with the <a src='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
"dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING",
"dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates."
}
+11 -1
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@@ -372,5 +372,15 @@
"api-required-title":"Try it now with easy one click API installation available with your Pro subscription.",
"api-required-u":"(API REQUIRED)",
"spell_dc_mod:-u":"SPELL SAVE DC MOD:",
"custom_ac:-u":"CUSTOM AC:"
"custom_ac:-u":"CUSTOM AC:",
"npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
"whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
"auto-dmg-roll-info":"By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack.",
"add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
"inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
"encumberance-info":"The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check.",
"ammo-tracking-info":"Provides automatic ammo tracking with the <a src='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
"dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING",
"dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates."
}
+11 -1
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@@ -372,5 +372,15 @@
"api-required-title":"Try it now with easy one click API installation available with your Pro subscription.",
"api-required-u":"(API REQUIRED)",
"spell_dc_mod:-u":"SPELL SAVE DC MOD:",
"custom_ac:-u":"CUSTOM AC:"
"custom_ac:-u":"CUSTOM AC:",
"npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
"whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
"auto-dmg-roll-info":"By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack.",
"add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
"inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
"encumberance-info":"The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check.",
"ammo-tracking-info":"Provides automatic ammo tracking with the <a src='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
"dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING",
"dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates."
}
+11 -1
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@@ -372,5 +372,15 @@
"api-required-title":"Try it now with easy one click API installation available with your Pro subscription.",
"api-required-u":"(API REQUIRED)",
"spell_dc_mod:-u":"SPELL SAVE DC MOD:",
"custom_ac:-u":"CUSTOM AC:"
"custom_ac:-u":"CUSTOM AC:",
"npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
"whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
"auto-dmg-roll-info":"By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack.",
"add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
"inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
"encumberance-info":"The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check.",
"ammo-tracking-info":"Provides automatic ammo tracking with the <a src='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
"dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING",
"dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates."
}
+11 -1
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@@ -372,5 +372,15 @@
"api-required-title":"Try it now with easy one click API installation available with your Pro subscription.",
"api-required-u":"(API REQUIRED)",
"spell_dc_mod:-u":"SPELL SAVE DC MOD:",
"custom_ac:-u":"CUSTOM AC:"
"custom_ac:-u":"CUSTOM AC:",
"npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
"whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
"auto-dmg-roll-info":"By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack.",
"add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
"inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
"encumberance-info":"The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check.",
"ammo-tracking-info":"Provides automatic ammo tracking with the <a src='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
"dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING",
"dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates."
}
+11 -1
View File
@@ -372,5 +372,15 @@
"api-required-title":"Try it now with easy one click API installation available with your Pro subscription.",
"api-required-u":"(API REQUIRED)",
"spell_dc_mod:-u":"SPELL SAVE DC MOD:",
"custom_ac:-u":"CUSTOM AC:"
"custom_ac:-u":"CUSTOM AC:",
"npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
"whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
"auto-dmg-roll-info":"By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack.",
"add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
"inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
"encumberance-info":"The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check.",
"ammo-tracking-info":"Provides automatic ammo tracking with the <a src='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
"dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING",
"dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates."
}
+11 -1
View File
@@ -372,5 +372,15 @@
"api-required-title":"Try it now with easy one click API installation available with your Pro subscription.",
"api-required-u":"(API REQUIRED)",
"spell_dc_mod:-u":"SPELL SAVE DC MOD:",
"custom_ac:-u":"CUSTOM AC:"
"custom_ac:-u":"CUSTOM AC:",
"npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
"whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
"auto-dmg-roll-info":"By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack.",
"add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
"inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
"encumberance-info":"The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check.",
"ammo-tracking-info":"Provides automatic ammo tracking with the <a src='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
"dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING",
"dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates."
}
+11 -1
View File
@@ -372,5 +372,15 @@
"api-required-title":"Try it now with easy one click API installation available with your Pro subscription.",
"api-required-u":"(API REQUIRED)",
"spell_dc_mod:-u":"SPELL SAVE DC MOD:",
"custom_ac:-u":"CUSTOM AC:"
"custom_ac:-u":"CUSTOM AC:",
"npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
"whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
"auto-dmg-roll-info":"By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack.",
"add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
"inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
"encumberance-info":"The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check.",
"ammo-tracking-info":"Provides automatic ammo tracking with the <a src='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
"dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING",
"dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates."
}
+11 -1
View File
@@ -372,5 +372,15 @@
"api-required-title":"Try it now with easy one click API installation available with your Pro subscription.",
"api-required-u":"(API REQUIRED)",
"spell_dc_mod:-u":"SPELL SAVE DC MOD:",
"custom_ac:-u":"CUSTOM AC:"
"custom_ac:-u":"CUSTOM AC:",
"npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
"whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
"auto-dmg-roll-info":"By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack.",
"add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
"inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
"encumberance-info":"The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check.",
"ammo-tracking-info":"Provides automatic ammo tracking with the <a src='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
"dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING",
"dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates."
}
+11 -1
View File
@@ -372,5 +372,15 @@
"api-required-title":"Try it now with easy one click API installation available with your Pro subscription.",
"api-required-u":"(API REQUIRED)",
"spell_dc_mod:-u":"SPELL SAVE DC MOD:",
"custom_ac:-u":"CUSTOM AC:"
"custom_ac:-u":"CUSTOM AC:",
"npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
"whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
"auto-dmg-roll-info":"By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack.",
"add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
"inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
"encumberance-info":"The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check.",
"ammo-tracking-info":"Provides automatic ammo tracking with the <a src='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
"dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING",
"dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates."
}
+11 -1
View File
@@ -372,5 +372,15 @@
"api-required-title":"Experimente agora com a instalação fácil da API em um clique disponível com a sua assinatura Pro.",
"api-required-u":"(API NECESSÁRIA)",
"spell_dc_mod:-u":"MOD DO TESTE DE RESISTÊNCIA DA MAGIA:",
"custom_ac:-u":"CA CUSTOMIZADA:"
"custom_ac:-u":"CA CUSTOMIZADA:",
"npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
"whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
"auto-dmg-roll-info":"By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack.",
"add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
"inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
"encumberance-info":"The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check.",
"ammo-tracking-info":"Provides automatic ammo tracking with the <a src='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
"dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING",
"dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates."
}
+11 -1
View File
@@ -372,5 +372,15 @@
"api-required-title":"Try it now with easy one click API installation available with your Pro subscription.",
"api-required-u":"(API REQUIRED)",
"spell_dc_mod:-u":"SPELL SAVE DC MOD:",
"custom_ac:-u":"CUSTOM AC:"
"custom_ac:-u":"CUSTOM AC:",
"npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
"whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
"auto-dmg-roll-info":"By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack.",
"add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
"inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
"encumberance-info":"The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check.",
"ammo-tracking-info":"Provides automatic ammo tracking with the <a src='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
"dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING",
"dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates."
}
+11 -1
View File
@@ -372,5 +372,15 @@
"api-required-title":"Try it now with easy one click API installation available with your Pro subscription.",
"api-required-u":"(API REQUIRED)",
"spell_dc_mod:-u":"SPELL SAVE DC MOD:",
"custom_ac:-u":"CUSTOM AC:"
"custom_ac:-u":"CUSTOM AC:",
"npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
"whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
"auto-dmg-roll-info":"By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack.",
"add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
"inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
"encumberance-info":"The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check.",
"ammo-tracking-info":"Provides automatic ammo tracking with the <a src='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
"dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING",
"dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates."
}
+11 -1
View File
@@ -372,5 +372,15 @@
"api-required-title":"Try it now with easy one click API installation available with your Pro subscription.",
"api-required-u":"(API REQUIRED)",
"spell_dc_mod:-u":"SPELL SAVE DC MOD:",
"custom_ac:-u":"CUSTOM AC:"
"custom_ac:-u":"CUSTOM AC:",
"npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
"whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
"auto-dmg-roll-info":"By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack.",
"add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
"inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
"encumberance-info":"The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check.",
"ammo-tracking-info":"Provides automatic ammo tracking with the <a src='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
"dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING",
"dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates."
}
+11 -1
View File
@@ -372,5 +372,15 @@
"api-required-title":"Try it now with easy one click API installation available with your Pro subscription.",
"api-required-u":"(API REQUIRED)",
"spell_dc_mod:-u":"SPELL SAVE DC MOD:",
"custom_ac:-u":"CUSTOM AC:"
"custom_ac:-u":"CUSTOM AC:",
"npc-info":"The NPC option sets new characters to default to the NPC card style sheet. Useful it the player characters have already been created and all new character sheets added to the game will likely represent none player characters.",
"roll-queries-info":"D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use to left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives your a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
"whisp-rolls-gm-info":"All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
"auto-dmg-roll-info":"By default attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the righthand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally you can choose to have Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack presenting all possible outcomes at the time of the attack.",
"add-char-to-templates-info":"Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
"inventory-info":"Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumberance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
"encumberance-info":"The sheet uses the variant encumbrance rules on 176 of the PHB. The Off option disables the variant rules and only uses a basic over limit inventory weight check.",
"ammo-tracking-info":"Provides automatic ammo tracking with the <a src='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
"dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING",
"dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates."
}
+11 -1
View File
@@ -372,5 +372,15 @@
"api-required-title":"crwdns25907:0crwdne25907:0",
"api-required-u":"crwdns25908:0crwdne25908:0",
"spell_dc_mod:-u":"crwdns25909:0crwdne25909:0",
"custom_ac:-u":"crwdns25910:0crwdne25910:0"
"custom_ac:-u":"crwdns25910:0crwdne25910:0",
"npc-info":"crwdns37076:0crwdne37076:0",
"roll-queries-info":"crwdns37077:0crwdne37077:0",
"whisp-rolls-gm-info":"crwdns37078:0crwdne37078:0",
"auto-dmg-roll-info":"crwdns37079:0crwdne37079:0",
"add-char-to-templates-info":"crwdns37080:0crwdne37080:0",
"inventory-info":"crwdns37081:0crwdne37081:0",
"encumberance-info":"crwdns37082:0crwdne37082:0",
"ammo-tracking-info":"crwdns37083:0crwdne37083:0",
"dungeons-and-dragons-styling":"crwdns37084:0crwdne37084:0",
"dungeons-and-dragons-styling-info":"crwdns37085:0crwdne37085:0"
}
+10623 -10803
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File diff suppressed because it is too large Load Diff
+6 -6
View File
@@ -611,7 +611,7 @@
<div class="sheet-footer">
<div class="sheet-table sheet-text-small">
<div class="sheet-table-row">
<span class="sheet-data sheet-center">Original Author: Adam Ness | Contributions by: Vince, & Roll20 Community. | Version <i>08.25.16'</i></span>
<span class="sheet-data sheet-center">Original Author: Adam Ness | Contributions by: Vince, & Roll20 Community. | Version <i>01.15.17'</i></span>
</div>
<div class="sheet-table-row">
<span class="sheet-data sheet-center">Questions/feedback? Please use the Character Sheets forum:<input type="text" style="border:none; line-height:12px; width:256px;" value="https://app.roll20.net/forum/post/2791950/ad-and-d-1e-update-beta" /></span>
@@ -1367,9 +1367,9 @@ on('change:repeating_weapon remove:repeating_weapon', function(){
on('change:pp change:gp change:ep change:sp change:cp change:armor_weight change:armor_cost', function(){
getAttrs(['pp','gp','ep','sp','cp','armor_weight','armor_cost'], function(values){
setAttrs({
total_coin_weight: (parseInt(values.pp) + parseInt(values.gp) + parseInt(values.ep) + parseInt(values.sp) + parseInt(values.cp)),
total_armor_weight: (parseInt(values.armor_weight)),
total_armor_cost: (parseInt(values.armor_cost)).toFixed(2)
total_coin_weight: (parseFloat(values.pp) + parseFloat(values.gp) + parseFloat(values.ep) + parseFloat(values.sp) + parseFloat(values.cp)),
total_armor_weight: (parseFloat(values.armor_weight)),
total_armor_cost: (parseFloat(values["armor_cost"],10)).toFixed(2)
});
});
});
@@ -1377,8 +1377,8 @@ on('change:pp change:gp change:ep change:sp change:cp change:armor_weight change
on('change:total_armor_weight change:total_weapon_weight change:total_coin_weight change:total_equipment_weight change:repeating_equipment remove:repeating_equipment change:repeating_weapon remove:repeating_weapon change:pp change:gp change:ep change:sp change:cp change:armor_weight change:armor_cost change:total_armor_cost change:total_weapon_cost change:total_equipment_cost', function(){
getAttrs(['total_armor_weight','total_weapon_weight','total_coin_weight','total_equipment_weight','total_armor_cost','total_weapon_cost','total_equipment_cost'], function(values){
setAttrs({
total_weight: (parseInt(values.total_armor_weight) + parseInt(values.total_weapon_weight) + parseInt(values.total_coin_weight) + parseInt(values.total_equipment_weight)),
total_cost: (parseInt(values.total_armor_cost) + parseInt(values.total_weapon_cost) + parseInt(values.total_equipment_cost)).toFixed(2)
total_weight: (parseFloat(values.total_armor_weight) + parseFloat(values.total_weapon_weight) + parseFloat(values.total_coin_weight) + parseFloat(values.total_equipment_weight)),
total_cost: (parseFloat(values["total_armor_cost"],10) + parseFloat(values["total_weapon_cost"],10) + parseFloat(values["total_equipment_cost"],10)).toFixed(2)
});
});
});
+654
View File
@@ -0,0 +1,654 @@
// Fix buggy issues, thanks Steve D., https://app.roll20.net/forum/post/1462045/help-with-setting-attribute-values
createObjFix = function() {
//Create Object Fix - Firebase.set failed
var obj = createObj.apply(this, arguments);
var id = obj.id;
var characterID = obj.get('characterid');
var type = obj.get('type');
if (obj && !obj.fbpath && obj.changed) {
obj.fbpath = obj.changed._fbpath.replace(/([^\/]*\/){4}/, "/");
} else if (obj && !obj.changed && type == 'attribute') {
//fix for dynamic attribute after character created in game
// /char-attribs/char/characterID/attributeID
obj.fbpath = '/char-attribs/char/'+ characterID +'/'+ id;
}
return obj;
}
// Addes don't count as changes so we need to handle the first change here
on("add:attribute", function(obj) {
var attributeName = obj.get("name");
if (attributeName == "str") {
setStrBonus(obj.get('_characterid'));
}
if (attributeName == "dex") {
setDexBonus(obj.get('_characterid'));
}
if (attributeName == "con") {
setConBonus(obj.get('_characterid'));
}
if (attributeName == "int") {
setIntBonus(obj.get('_characterid'));
}
if (attributeName == "cha") {
setChaBonus(obj.get('_characterid'));
}
if (attributeName == "ep") {
setLevel(obj.get('_characterid'));
}
if (attributeName == "occupacion") {
setTPclassbon(obj.get('_characterid'));
setMgEntAttr(obj.get('_characterid'));
setGezSprAB(obj.get('_characterid'));
setThiefArm(obj.get('_characterid'));
}
if (attributeName == "race") {
setTPracebon(obj.get('_characterid'));
setRaceArm(obj.get('_characterid'));
}
/* if (attributeName == "dicesystem") {
setTPcurrent(obj.get('_characterid'));
}
*/
if (attributeName == "armorgiven") {
setNoArm(obj.get('_characterid'));
}
// if (attributeName == "athletik") {
// setAthlArm(obj.get('_characterid'));
// }
/*
if (attributeName == "repeating_armor_$0_armor_checkbox"
|| attributeName == "repeating_armor_$1_armor_checkbox"
|| attributeName == "repeating_armor_$2_armor_checkbox"
|| attributeName == "repeating_armor_$3_armor_checkbox"
|| attributeName == "repeating_armor_$4_armor_checkbox"
|| attributeName == "repeating_armor_$5_armor_checkbox"
|| attributeName == "repeating_armor_$6_armor_checkbox"
|| attributeName == "repeating_armor_$7_armor_checkbox"
|| attributeName == "repeating_armor_$8_armor_checkbox"
|| attributeName == "repeating_armor_$9_armor_checkbox"
|| attributeName == "repeating_armor_$10_armor_checkbox"
|| attributeName == "repeating_armor_$11_armor_checkbox"
|| attributeName == "repeating_armor_$12_armor_checkbox"
|| attributeName == "repeating_armor_$13_armor_checkbox"
|| attributeName == "repeating_armor_$14_armor_checkbox"
|| attributeName == "repeating_armor_$15_armor_checkbox"
|| attributeName == "repeating_armor_$16_armor_checkbox"
|| attributeName == "repeating_armor_$17_armor_checkbox"
|| attributeName == "repeating_armor_$18_armor_checkbox"
|| attributeName == "repeating_armor_$19_armor_checkbox"
) {
setNoArm(obj.get('_characterid'));
}
*/
});
// Handle actual changes
on("change:attribute", function(obj) {
var attributeName = obj.get("name");
if (attributeName == "str") {
setStrBonus(obj.get('_characterid'));
}
if (attributeName == "dex") {
setDexBonus(obj.get('_characterid'));
}
if (attributeName == "con") {
setConBonus(obj.get('_characterid'));
}
if (attributeName == "int") {
setIntBonus(obj.get('_characterid'));
}
if (attributeName == "cha") {
setChaBonus(obj.get('_characterid'));
}
if (attributeName == "ep") {
setLevel(obj.get('_characterid'));
}
if (attributeName == "occupacion") {
setTPclassbon(obj.get('_characterid'));
setMgEntAttr(obj.get('_characterid'));
setGezSprAB(obj.get('_characterid'));
setThiefArm(obj.get('_characterid'));
}
if (attributeName == "race") {
setTPracebon(obj.get('_characterid'));
setRaceArm(obj.get('_characterid'));
}
if (attributeName == "dicesystem") {
setTPcurrent(obj.get('_characterid'));
}
if (attributeName == "armorgiven") {
setNoArm(obj.get('_characterid'));
}
// if (attributeName == "athletik") {
// setAthlArm(obj.get('_characterid'));
// }
/*
if (attributeName == "repeating_armor_$0_armor_checkbox"
|| attributeName == "repeating_armor_$1_armor_checkbox"
|| attributeName == "repeating_armor_$2_armor_checkbox"
|| attributeName == "repeating_armor_$3_armor_checkbox"
|| attributeName == "repeating_armor_$4_armor_checkbox"
|| attributeName == "repeating_armor_$5_armor_checkbox"
|| attributeName == "repeating_armor_$6_armor_checkbox"
|| attributeName == "repeating_armor_$7_armor_checkbox"
|| attributeName == "repeating_armor_$8_armor_checkbox"
|| attributeName == "repeating_armor_$9_armor_checkbox"
|| attributeName == "repeating_armor_$10_armor_checkbox"
|| attributeName == "repeating_armor_$11_armor_checkbox"
|| attributeName == "repeating_armor_$12_armor_checkbox"
|| attributeName == "repeating_armor_$13_armor_checkbox"
|| attributeName == "repeating_armor_$14_armor_checkbox"
|| attributeName == "repeating_armor_$15_armor_checkbox"
|| attributeName == "repeating_armor_$16_armor_checkbox"
|| attributeName == "repeating_armor_$17_armor_checkbox"
|| attributeName == "repeating_armor_$18_armor_checkbox"
|| attributeName == "repeating_armor_$19_armor_checkbox"
) {
setNoArm(obj.get('_characterid'));
}
*/
});
function setStrBonus(characterID) {
var strBonus = findObjs({_type: 'attribute', _characterid: characterID, name: 'strbon'})[0];
if (! strBonus) {
var strBonus = createObjFix('attribute', {
name: 'strbon',
characterid: characterID,
current: '0'
});
}
var str = parseInt(getAttrByName(characterID, "str"));
if (str >= 14) {
strBonus.set({current: '+5'});
} else if (str >= 12) {
strBonus.set({current: '+4'});
} else if (str >= 10) {
strBonus.set({current: '+3'});
} else if (str >= 8) {
strBonus.set({current: '+2'});
} else if (str >= 6) {
strBonus.set({current: '+1'});
} else if (str >= 5) {
strBonus.set({current: '+0'});
} else if (str >= 3) {
strBonus.set({current: '-1'});
} else if (str >= 2) {
strBonus.set({current: '-2'});
} else if (str >= 1) {
strBonus.set({current: '-3'});
} else {
strBonus.set({current: 'X'});
}
}
function setDexBonus(characterID) {
var dexBonus = findObjs({_type: 'attribute', _characterid: characterID, name: 'dexbon'})[0];
if (! dexBonus) {
var dexBonus = createObjFix('attribute', {
name: 'dexbon',
characterid: characterID,
current: '0'
});
}
var dex = parseInt(getAttrByName(characterID, "dex"));
if (dex >= 14) {
dexBonus.set({current: '+5'});
} else if (dex >= 12) {
dexBonus.set({current: '+4'});
} else if (dex >= 10) {
dexBonus.set({current: '+3'});
} else if (dex >= 8) {
dexBonus.set({current: '+2'});
} else if (dex >= 6) {
dexBonus.set({current: '+1'});
} else if (dex >= 5) {
dexBonus.set({current: '+0'});
} else if (dex >= 3) {
dexBonus.set({current: '-1'});
} else if (dex >= 2) {
dexBonus.set({current: '-2'});
} else if (dex >= 1) {
dexBonus.set({current: '-3'});
} else {
dexBonus.set({current: 'X'});
}
}
function setConBonus(characterID) {
var conBonus = findObjs({_type: 'attribute', _characterid: characterID, name: 'conbon'})[0];
if (! conBonus) {
var conBonus = createObjFix('attribute', {
name: 'conbon',
characterid: characterID,
current: '0'
});
}
var con = parseInt(getAttrByName(characterID, "con"));
if (con >= 14) {
conBonus.set({current: '+5'});
} else if (con >= 12) {
conBonus.set({current: '+4'});
} else if (con >= 10) {
conBonus.set({current: '+3'});
} else if (con >= 8) {
conBonus.set({current: '+2'});
} else if (con >= 6) {
conBonus.set({current: '+1'});
} else if (con >= 5) {
conBonus.set({current: '+0'});
} else if (con >= 3) {
conBonus.set({current: '-1'});
} else if (con >= 2) {
conBonus.set({current: '-2'});
} else if (con >= 1) {
conBonus.set({current: '-3'});
} else {
conBonus.set({current: 'X'});
}
}
function setIntBonus(characterID) {
var intBonus = findObjs({_type: 'attribute', _characterid: characterID, name: 'intbon'})[0];
if (! intBonus) {
var intBonus = createObjFix('attribute', {
name: 'intbon',
characterid: characterID,
current: '0'
});
}
var int = parseInt(getAttrByName(characterID, "int"));
if (int >= 14) {
intBonus.set({current: '+5'});
} else if (int >= 12) {
intBonus.set({current: '+4'});
} else if (int >= 10) {
intBonus.set({current: '+3'});
} else if (int >= 8) {
intBonus.set({current: '+2'});
} else if (int >= 6) {
intBonus.set({current: '+1'});
} else if (int >= 5) {
intBonus.set({current: '+0'});
} else if (int >= 3) {
intBonus.set({current: '-1'});
} else if (int >= 2) {
intBonus.set({current: '-2'});
} else if (int >= 1) {
intBonus.set({current: '-3'});
} else {
intBonus.set({current: 'X'});
}
}
function setChaBonus(characterID) {
var chaBonus = findObjs({_type: 'attribute', _characterid: characterID, name: 'chabon'})[0];
if (! chaBonus) {
var chaBonus = createObjFix('attribute', {
name: 'chabon',
characterid: characterID,
current: '0'
});
}
var cha = parseInt(getAttrByName(characterID, "cha"));
if (cha >= 14) {
chaBonus.set({current: '+5'});
} else if (cha >= 12) {
chaBonus.set({current: '+4'});
} else if (cha >= 10) {
chaBonus.set({current: '+3'});
} else if (cha >= 8) {
chaBonus.set({current: '+2'});
} else if (cha >= 6) {
chaBonus.set({current: '+1'});
} else if (cha >= 5) {
chaBonus.set({current: '+0'});
} else if (cha >= 3) {
chaBonus.set({current: '-1'});
} else if (cha >= 2) {
chaBonus.set({current: '-2'});
} else if (cha >= 1) {
chaBonus.set({current: '-3'});
} else {
chaBonus.set({current: 'X'});
}
}
function setLevel(characterID) {
var Level = findObjs({_type: 'attribute', _characterid: characterID, name: 'lvl'})[0];
if (! Level) {
var Level = createObjFix('attribute', {
name: 'lvl',
characterid: characterID,
current: '0'
});
}
var ep = parseInt(getAttrByName(characterID, "ep"));
if (ep >= 208000) {
Level.set({current: '20 (LC)'});
} else if (ep >= 188000) {
Level.set({current: '19'});
} else if (ep >= 169000) {
Level.set({current: '18'});
} else if (ep >= 151000) {
Level.set({current: '17'});
} else if (ep >= 134000) {
Level.set({current: '16'});
} else if (ep >= 118000) {
Level.set({current: '15'});
} else if (ep >= 103000) {
Level.set({current: '14'});
} else if (ep >= 89000) {
Level.set({current: '13'});
} else if (ep >= 76000) {
Level.set({current: '12'});
} else if (ep >= 64000) {
Level.set({current: '11'});
} else if (ep >= 53000) {
Level.set({current: '10'});
} else if (ep >= 43000) {
Level.set({current: '9'});
} else if (ep >= 34000) {
Level.set({current: '8'});
} else if (ep >= 26000) {
Level.set({current: '7'});
} else if (ep >= 19000) {
Level.set({current: '6'});
} else if (ep >= 13000) {
Level.set({current: '5'});
} else if (ep >= 8000) {
Level.set({current: '4'});
} else if (ep >= 4000) {
Level.set({current: '3'});
} else if (ep >= 1000) {
Level.set({current: '2'});
} else {
Level.set({current: '1'});
}
}
function setTPracebon(characterID) {
var Rassenbonus = findObjs({_type: 'attribute', _characterid: characterID, name: 'tpmax_racebon'})[0];
if (! Rassenbonus) {
var Rassenbonus = createObjFix('attribute', {
name: 'tpmax_racebon',
characterid: characterID,
current: '0'
});
}
var Volk = parseInt(getAttrByName(characterID, "race"));
if (Volk == 3) {
Rassenbonus.set({current: '2'});
} else {
Rassenbonus.set({current: '0'});
}
}
function setTPclassbon(characterID) {
var Klassenbonus = findObjs({_type: 'attribute', _characterid: characterID, name: 'tpmax_classbon'})[0];
if (! Klassenbonus) {
var Klassenbonus = createObjFix('attribute', {
name: 'tpmax_classbon',
characterid: characterID,
current: '0'
});
}
var Beruf = parseInt(getAttrByName(characterID, "occupacion"));
if (Beruf == 3) {
Klassenbonus.set({current: '10'});
} else if (Beruf == 4) {
Klassenbonus.set({current: '8'});
} else if (Beruf == 6) {
Klassenbonus.set({current: '8'});
} else if (Beruf == 7) {
Klassenbonus.set({current: '4'});
} else {
Klassenbonus.set({current: '6'});
}
}
function setMgEntAttr(characterID) {
var MaEntAttrBonus = findObjs({_type: 'attribute', _characterid: characterID, name: 'magie_entwickeln_attrbon'})[0];
if (! MaEntAttrBonus) {
var MaEntAttrBonus = createObjFix('attribute', {
name: 'magie_entwickeln_attrbon',
characterid: characterID,
current: '0'
});
}
var Beruf = parseInt(getAttrByName(characterID, "occupacion"));
if (Beruf == 1) {
MaEntAttrBonus.set({current: '@{chabon}'});
} else if (Beruf == 4) {
MaEntAttrBonus.set({current: '@{chabon}'});
} else if (Beruf == 5) {
MaEntAttrBonus.set({current: '@{chabon}'});
} else {
MaEntAttrBonus.set({current: '@{intbon}'});
}
}
function setGezSprAB(characterID) {
var GezSprAttrBonus = findObjs({_type: 'attribute', _characterid: characterID, name: 'gezielte_sprüche_attrbon'})[0];
if (! GezSprAttrBonus) {
var GezSprAttrBonus = createObjFix('attribute', {
name: 'gezielte_sprüche_attrbon',
characterid: characterID,
current: '0'
});
}
var Beruf = parseInt(getAttrByName(characterID, "occupacion"));
if (Beruf == 1) {
GezSprAttrBonus.set({current: '@{chabon}'});
} else if (Beruf == 4) {
GezSprAttrBonus.set({current: '@{chabon}'});
} else if (Beruf == 5) {
GezSprAttrBonus.set({current: '@{chabon}'});
} else {
GezSprAttrBonus.set({current: '@{intbon}'});
}
}
function setRaceArm(characterID) {
var RaceArmor = findObjs({_type: 'attribute', _characterid: characterID, name: 'armor_racebool'})[0];
if (! RaceArmor) {
var RaceArmor = createObjFix('attribute', {
name: 'armor_racebool',
characterid: characterID,
current: '0'
});
}
var Volk = parseInt(getAttrByName(characterID, "race"));
if (Volk >= 3) {
RaceArmor.set({current: '1'});
} else {
RaceArmor.set({current: '0'});
}
}
function setThiefArm(characterID) {
var ThiefArmor = findObjs({_type: 'attribute', _characterid: characterID, name: 'armor_thiefbool'})[0];
if (! ThiefArmor) {
var ThiefArmor = createObjFix('attribute', {
name: 'armor_thiefbool',
characterid: characterID,
current: '0'
});
}
var Beruf = parseInt(getAttrByName(characterID, "occupacion"));
if (Beruf == 2) {
ThiefArmor.set({current: '1'});
} else {
ThiefArmor.set({current: '0'});
}
}
function setNoArm(characterID) {
var NoArmor = findObjs({_type: 'attribute', _characterid: characterID, name: 'noarmor_thief'})[0];
if (! NoArmor) {
var NoArmor = createObjFix('attribute', {
name: 'noarmor_thief',
characterid: characterID,
current: '0'
});
}
var getrRüst = parseInt(getAttrByName(characterID, "armorgiven"));
if (getrRüst == 0) {
NoArmor.set({current: '1'});
} else {
NoArmor.set({current: '0'});
}
}
/*
function setAthlArm(characterID) {
var AthlArmor = findObjs({_type: 'attribute', _characterid: characterID, name: 'athletik_bool'})[0];
if (! AthlArmor) {
var AthlArmor = createObjFix('attribute', {
name: 'athletik_bool',
characterid: characterID,
current: '0'
});
}
var aktAthletik = parseInt(getAttrByName(characterID, "athletik"));
if (aktAthletik <= 4) {
AthlArmor.set({current: '1'});
} else {
AthlArmor.set({current: '0'});
}
}
*/
/*
function setNoArm(characterID) {
var NoArmor = findObjs({_type: 'attribute', _characterid: characterID, name: 'noarmor_thief'})[0];
if (! NoArmor) {
var NoArmor = createObjFix('attribute', {
name: 'noarmor_thief',
characterid: characterID,
current: '0'
});
}
var Armor_0_checked = parseInt(getAttrByName(characterID, "repeating_armor_$0_armor_checkbox"));
var Armor_1_checked = parseInt(getAttrByName(characterID, "repeating_armor_$1_armor_checkbox"));
var Armor_2_checked = parseInt(getAttrByName(characterID, "repeating_armor_$2_armor_checkbox"));
var Armor_3_checked = parseInt(getAttrByName(characterID, "repeating_armor_$3_armor_checkbox"));
var Armor_4_checked = parseInt(getAttrByName(characterID, "repeating_armor_$4_armor_checkbox"));
var Armor_5_checked = parseInt(getAttrByName(characterID, "repeating_armor_$5_armor_checkbox"));
var Armor_6_checked = parseInt(getAttrByName(characterID, "repeating_armor_$6_armor_checkbox"));
var Armor_7_checked = parseInt(getAttrByName(characterID, "repeating_armor_$7_armor_checkbox"));
var Armor_8_checked = parseInt(getAttrByName(characterID, "repeating_armor_$8_armor_checkbox"));
var Armor_9_checked = parseInt(getAttrByName(characterID, "repeating_armor_$9_armor_checkbox"));
var Armor_10_checked = parseInt(getAttrByName(characterID, "repeating_armor_$10_armor_checkbox"));
var Armor_11_checked = parseInt(getAttrByName(characterID, "repeating_armor_$11_armor_checkbox"));
var Armor_12_checked = parseInt(getAttrByName(characterID, "repeating_armor_$12_armor_checkbox"));
var Armor_13_checked = parseInt(getAttrByName(characterID, "repeating_armor_$13_armor_checkbox"));
var Armor_14_checked = parseInt(getAttrByName(characterID, "repeating_armor_$14_armor_checkbox"));
var Armor_15_checked = parseInt(getAttrByName(characterID, "repeating_armor_$15_armor_checkbox"));
var Armor_16_checked = parseInt(getAttrByName(characterID, "repeating_armor_$16_armor_checkbox"));
var Armor_17_checked = parseInt(getAttrByName(characterID, "repeating_armor_$17_armor_checkbox"));
var Armor_18_checked = parseInt(getAttrByName(characterID, "repeating_armor_$18_armor_checkbox"));
var Armor_19_checked = parseInt(getAttrByName(characterID, "repeating_armor_$19_armor_checkbox"));
var Armor_0_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$0_armor_bon"));
var Armor_1_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$1_armor_bon"));
var Armor_2_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$2_armor_bon"));
var Armor_3_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$3_armor_bon"));
var Armor_4_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$4_armor_bon"));
var Armor_5_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$5_armor_bon"));
var Armor_6_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$6_armor_bon"));
var Armor_7_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$7_armor_bon"));
var Armor_8_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$8_armor_bon"));
var Armor_9_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$9_armor_bon"));
var Armor_10_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$10_armor_bon"));
var Armor_11_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$11_armor_bon"));
var Armor_12_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$12_armor_bon"));
var Armor_13_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$13_armor_bon"));
var Armor_14_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$14_armor_bon"));
var Armor_15_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$15_armor_bon"));
var Armor_16_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$16_armor_bon"));
var Armor_17_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$17_armor_bon"));
var Armor_18_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$18_armor_bon"));
var Armor_19_Bonus = parseInt(getAttrByName(characterID, "repeating_armor_$19_armor_bon"));
var getrRüst = Armor_0_checked*Armor_0_Bonus+Armor_1_checked*Armor_1_Bonus+Armor_2_checked*Armor_2_Bonus+Armor_3_checked*Armor_3_Bonus+Armor_4_checked*Armor_4_Bonus+Armor_5_checked*Armor_5_Bonus+Armor_6_checked*Armor_6_Bonus+Armor_7_checked*Armor_7_Bonus+Armor_8_checked*Armor_8_Bonus+Armor_9_checked*Armor_9_Bonus+Armor_10_checked*Armor_10_Bonus+Armor_11_checked*Armor_11_Bonus+Armor_12_checked*Armor_12_Bonus+Armor_13_checked*Armor_13_Bonus+Armor_14_checked*Armor_14_Bonus+Armor_15_checked*Armor_15_Bonus+Armor_16_checked*Armor_16_Bonus+Armor_17_checked*Armor_17_Bonus+Armor_18_checked*Armor_18_Bonus+Armor_19_checked*Armor_19_Bonus;
if (getrRüst == 0) {
NoArmor.set({current: '1'});
} else {
NoArmor.set({current: '0'});
}
}
*/
function setTPcurrent(characterID) {
var aktTreffer = findObjs({_type: 'attribute', _characterid: characterID, name: 'Trefferpunkte'})[0];
if (! aktTreffer) {
var aktTreffer = createObjFix('attribute', {
name: 'Trefferpunkte',
characterid: characterID,
current: '0'
});
}
var WurfSystem = parseInt(getAttrByName(characterID, "dicesystem"));
var VorTreffer = parseInt(getAttrByName(characterID, "Trefferpunkte"));
var ABTreffer = VorTreffer/3;
var RMTreffer = VorTreffer*3;
if (WurfSystem == 10) {
aktTreffer.set({current: ABTreffer});
} else {
aktTreffer.set({current: RMTreffer});
}
}
+482
View File
@@ -0,0 +1,482 @@
@font-face {
font-family: 'GNUTypewriter';
src: url('http://openfontlibrary.org/assets/fonts/gnutypewriter/8a7cb57723df9125503083ed59e7a11c/e47a6e209a23b19c08d3d6e6a6db50d7/GNUTypewriterStandard.otf') format('opentype');
font-weight: normal;
font-style: normal;
}
@font-face {
font-family: 'GNUTypewriter';
src: url('http://openfontlibrary.org/assets/fonts/gnutypewriter/8a7cb57723df9125503083ed59e7a11c/718af758a8ac10cf79fcc33420aacc3e/GNUTypewriterStandard.ttf') format('truetype');
font-weight: normal;
font-style: normal;
}
input[type=number]::-webkit-inner-spin-button,
input[type=number]::-webkit-outer-spin-button {
-webkit-appearance: none;
margin: 0;
}
select {
margin: 0;
padding: 0;
}
h4.sheet-section-head {
background-color: red;
/* border: 1px solid black;*/
height: 36px;
font-size: 140%;
color: white;
/* margin-top: 10px;*/
/* vertical-align: center;*/
line-height: 36px;
text-align: center;
/* font-family: 'GNUTypewriter';*/
font-weight: bold;
font-style: normal;
}
h4.sheet-section-slogan {
background-color: white;
/* border: 1px solid black;*/
height: 36px;
font-size: 140%;
color: DarkGoldenRod;
/* margin-top: 10px;*/
/* vertical-align: center;*/
/* line-height: 36px;*/
text-align: center;
font-family: 'GNUTypewriter';
font-weight: normal;
font-style: normal;
}
div.sheet-section {
border: 1px solid gray;
padding: 1%;
margin: 0 0 1% 0;
}
div.sheet-sectiop {
border: 0px solid gray;
padding: 1%;
margin: 0 0 1% 0;
}
table td.sheet-attr {
width: 13.33%;
height: 40px;
}
table td.sheet-attr-label {
height: 40px;
font-size: 120%;
text-align: left;
}
input[type="text"].sheet-attr-input {
width: 40px;
height: 40px;
font-size: 120%;
text-align: center;
}
input[type="text"].sheet-spell-input {
background-color: red;
border: 0px solid red;
height: 30px;
font-size: 100%;
color: white;
/* margin-top: 10px;*/
/* vertical-align: center;*/
line-height: 30px;
text-align: center;
/* font-family: 'GNUTypewriter';*/
font-weight: bold;
font-style: normal;
}
input[type="number"].sheet-rs-output {
width: 20px;
height: 15px;
line-height: 1px;
font-size: 50%;
text-align: center;
}
table td.sheet-attr-roll {
height: 40px;
text-align: center;
}
/* Button Hintergrund*/
button[type_"roll"] {
background-color:red;
}
input.sheet-secondary-attr-input {
width: 100%;
text-align: center;
}
input[type="number"].sheet-secondary-attr-input {
width: 100%;
text-align: center;
}
input.sheet-tertiary-attr-input {
height: 48px;
font-size: 200%;
font-weight: bold;
font-style: normal;
width: 100%;
text-align: center;
}
input[type="number"].sheet-tertiary-attr-input {
height: 48px;
font-size: 200%;
font-weight: bold;
font-style: normal;
width: 100%;
text-align: center;
}
input.sheet-quartiary-attr-input {
height: 40px;
font-size: 120%;
font-weight: bold;
font-style: normal;
width: 100%;
text-align: center;
}
input[type="number"].sheet-quartiary-attr-input {
height: 40px;
font-size: 120%;
font-weight: bold;
font-style: normal;
width: 100%;
text-align: center;
}
table td.sheet-skill-label {
width: 100%;
}
input[type="text"].sheet-skill-input {
width: 30px;
text-align: center;
}
input[type="number"].sheet-skill-input {
width: 30px;
text-align: center;
}
select.sheet-skill-input {
width: 50px;
text-align: center;
}
texarea.sheet-backstory-box {
height: 75px;
}
/* For Tabs*/
.sheet-desc-show:not(:checked)~.sheet-desc,
.sheet-macro-text-show:not(:checked)~.sheet-macro-text,
.sheet-sect-show:not(:checked)~.sheet-sect {
display:none;
}
/* für repeated Buttons */
.sheet-table {
display:table;
width:100%;
}
.sheet-small-label {
font-size: 85%!important;
font-style: italic;
font-weight: bold;
}
.sheet-table-name {
display:table-caption;
text-align:center;
font-weight:bold;
color:white;
background-color:black;
width:100%;
}
.sheet-table-header {
display:table-cell;
text-align:center;
font-style: italic;
font-weight:bold;
vertical-align:bottom;
background-color:lightgray;
}
.sheet-table-data {
display:table-cell;
vertical-align:middle;
}
.sheet-center {
text-align:center;
}
.sheet-left {
text-align:left;
}
.sheet-right {
text-align:right;
}
.sheet-table-row {
display:table-row;
vertical-align:bottom;
width:100%;
}
.sheet-table-row-name {
display:table-cell;
text-align:center;
vertical-align:middle;
color:white;
background-color:black;
font-weight:bold;
}
.sheet-label {
font-weight:bold;
text-align:center;
}
input[type="text"], input[type="number"] {
background-color: transparent;
border-style: solid;
border-color: black;
border-width: 0px 0px 2px 0px;
}
input[type="text"]:disabled, input[type="number"]:disabled {
background-color: ghostwhite;
color: black;
border-style: solid;
border-color: black;
border-width: 0px 0px 0px 0px;
}
input[type="text"], select {
width:100%;
margin:0;
}
/* hier Ende f- repeated Buttons*/
div[class^="sheet-sections"] {
visibility: hidden;
opacity: 0;
max-height:0;
overflow: hidden;
}
div[class^="sheet-sectioh"] {
visibility: hidden;
opacity: 0;
max-height:0;
overflow: hidden;
}
div[class^="sheet-npc"] {
visibility: hidden;
opacity: 0;
max-height:0;
overflow: hidden;
}
div[class^="sheet-feats"] {
visibility: hidden;
opacity: 0;
max-height:0;
overflow: hidden;
}
input.sheet-tab99:checked ~ div[class^="sheet-sections"] {
max-height: 999999px;
visibility: visible;
opacity: 1;
transition: opacity 0.5s linear 0s;
overflow: auto;
}
input.sheet-tab {
width: 78px;
height: 20px;
cursor: pointer;
position: relative;
opacity: 0;
z-index: 9999;
}
input.sheet-tab-npc {
width: 20px;
height: 20px;
cursor: pointer;
position: relative;
opacity: 0;
z-index: 9999;
}
input.sheet-tab-feats {
width: 78px;
height: 20px;
cursor: pointer;
position: relative;
opacity: 0;
z-index: 9999;
}
span.sheet-tab {
text-align: center;
display: inline-block;
font-size: 12px;
background: red;
color: white;
font-weight: bold;
width: 78px;
height: 20px;
cursor: pointer;
position: relative;
margin-left: -75px;
}
span.sheet-tab-npc {
text-align: center;
display: inline-block;
font-size: 10px;
background: white;
color: white;
font-weight: bold;
width: 20px;
height: 20px;
cursor: pointer;
position: relative;
margin-left: -5px;
}
span.sheet-tab-feats {
text-align: center;
display: inline-block;
font-size: 10px;
background: red;
color: red;
font-weight: bold;
width: 78px;
height: 20px;
cursor: pointer;
position: relative;
margin-left: -75px;
}
input.sheet-tab::before {
content: attr(title);
text-align: center;
display: inline-block;
width: 100%;
height: 100%;
background: red;
color: white;
font-weight: bold;
}
input.sheet-tab:checked::before {
background:white;
color:black;
}
input.sheet-tab1:checked ~ div.sheet-sections-core,
input.sheet-tab10:checked ~ div.sheet-sections-class,
input.sheet-tab4:checked ~ div.sheet-sections-defenses,
input.sheet-tab3:checked ~ div.sheet-sections-attacks,
input.sheet-tab2:checked ~ div.sheet-sections-skills,
input.sheet-tab8:checked ~ div.sheet-sectioh-feats,
input.sheet-tab6:checked ~ div.sheet-sections-inventory,
input.sheet-tab5:checked ~ div.sheet-sections-spells,
input.sheet-tab7:checked ~ div.sheet-sections-details,
input.sheet-tab9:checked ~ div.sheet-sectioh-npc {
max-height: 999999px;
visibility: visible;
opacity: 1;
transition: opacity 0.5s linear 0s;
overflow: hidden;
}
input.sheet-tab1:checked + span.sheet-tab1,
input.sheet-tab2:checked + span.sheet-tab2,
input.sheet-tab3:checked + span.sheet-tab3,
input.sheet-tab4:checked + span.sheet-tab4,
input.sheet-tab5:checked + span.sheet-tab5,
input.sheet-tab6:checked + span.sheet-tab6,
input.sheet-tab7:checked + span.sheet-tab7,
input.sheet-tab8:checked + span.sheet-tab8,
input.sheet-tab9:checked + span.sheet-tab9,
input.sheet-tab99:checked + span.sheet-tab99,
input.sheet-tab10:checked + span.sheet-tab10 {
background: white;
color: black;
}
.sheet-text-button {
font-size:100%;
color:white;
background-color:black;
border:0px;
}
button,
button:hover,
button:active
{
background-image: none;
}
input[type="checkbox"] + span::before
{
margin-right: 4px;
line-height: 14px;
text-align: center;
display: inline-block;
vertical-align: middle;
content: "[show]";
width: 14px;
height: 14px;
font-size: 12px;
}
input[type="checkbox"]:checked + span::before
{
content: "[hide]";
}
hr {
border-color:black;
}
textarea {
box-sizing:border-box;
}
+2520
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+8
View File
@@ -0,0 +1,8 @@
{
"html": "aborea.html",
"css": "aborea.css",
"authors": "Scaby79",
"roll20userid": "603614",
"preview": "aborea.png",
"instructions": "# Autocalculation fields: for the autocalculation you need the autocalc.js to run (roll20 PRO user only) if you are a no PRO user at roll20 you can set the fields that are normally calculated manually at the last red tab in the sheet by yourself ; Creating rollable tables: at this time the character sheet uses for some chat outputs rollable tables (the html-code of the sheet refers to those specific tables the sheet is working without them but you will encounter some error messages in the chat if you want to get rid of that error messages, please send me a private message via the roll20 platform and I'll help you fix that"
}
+478
View File
@@ -0,0 +1,478 @@
* {
font-family: Tahoma, Geneva, sans-serif;
font-size: 12px;
}
table {
background-color: #f0f0f0;
}
input[type="radio"] {
position: absolute;
height: 30px;
top: 5px;
margin-left: -1px;
opacity: 0;
}
.sheet-menu {
font-size: 16px;
font-weight: bold;
background-color: black;
color: white;
border-radius: 5px;
border: 1px solid black;
padding: 2px 2px 2px 2px;
}
.sheet-aide {
font-size: 16px;
font-weight: bold;
position: absolute;
left: 810px;
top: 7px;
background-color: gray;
color: white;
border-radius: 5px;
border: 1px solid black;
padding: 2px 2px 2px 15px;
}
.sheet-aide-switch {
position: absolute;
left: 812px;
top: 13px;
z-index: 2;
}
.sheet-aide-section {
position: absolute;
z-index: 5;
}
.sheet-aide-switch:not(:checked) ~ .sheet-aide {
background-color: #e6e6e6;
color: black;
}
.sheet-aide-switch:not(:checked) ~ .sheet-aide-section {
display: none;
}
h1 {
font-size: 14px;
color: black;
font-weight: bold;
text-align: center;
}
.sheet-aide-section p {
text-align: justify;
}
input[type="radio"]:hover + span, .sheet-aide-checkbox:hover + span {
background-color: grey;
}
input[type="radio"]:checked + span, .sheet-aide-checkbox:checked + span {
background-color: lightgray;
color: black;
}
.sheet-radio-pc {
width: 175px;
}
.sheet-radio-compagnon {
width: 176px;
}
.sheet-radio-demon {
width: 98px;
}
.sheet-radio-npc {
width: 60px;
}
.sheet-radio-pc:not(:checked) ~ .sheet-pc-sheet,
.sheet-radio-compagnon:not(:checked) ~ .sheet-compagnon-sheet,
.sheet-radio-demon:not(:checked) ~ .sheet-demon-sheet,
.sheet-radio-npc:not(:checked) ~ .sheet-npc-sheet,
.sheet-aide-checkbox:not(:checked) ~ .sheet-help
{
display: none;
}
input[type=number] {
-moz-appearance: textfield;
}
input[type=number]::-webkit-inner-spin-button,
input[type=number]::-webkit-outer-spin-button
{
-webkit-appearance: none;
margin: 0;
}
hr.sheet-separator {
border: 0;
height: 1px;
background-image: -webkit-linear-gradient(left, #f0f0f0, #8c8b8b, #f0f0f0);
background-image: -moz-linear-gradient(left, #f0f0f0, #8c8b8b, #f0f0f0);
background-image: -ms-linear-gradient(left, #f0f0f0, #8c8b8b, #f0f0f0);
background-image: -o-linear-gradient(left, #f0f0f0, #8c8b8b, #f0f0f0);
}
.sheet-background-table {
border-style: solid;
border-width: 1px;
}
.sheet-main-borderless-table-content,
.sheet-npc-borderless-table-content
{
width: 850px;
}
input.sheet-input-square {
border-radius: 4px;
border-style: solid;
border-width: 1px;
height: 19px;
width: 50px !important;
text-align: center;
box-shadow: 1px 1px 1px;
}
input.sheet-input-square:disabled {
background-color: lightgrey;
}
input.sheet-input-half-square {
border-radius: 4px;
border-style: solid;
border-width: 1px;
height: 19px;
width: 25px !important;
text-align: center;
box-shadow: 1px 1px 1px;
}
input.sheet-input-half-square:disabled {
background-color: lightgrey;
}
input.sheet-input-short {
border: none;
width: 70px;
height: 19px;
box-shadow: 1px 1px 1px;
}
input.sheet-input-long {
border: none;
width: 140px;
height: 19px;
box-shadow: 1px 1px 1px;
}
input.sheet-input-verylong {
border: none;
width: 230px;
height: 19px;
box-shadow: 1px 1px 1px;
}
input.sheet-input-ultralong {
border: none;
width: 350px;
height: 19px;
box-shadow: 1px 1px 1px;
}
input.sheet-input-solong {
border: none;
width: 550px;
height: 19px;
box-shadow: 1px 1px 1px;
}
textarea.sheet-dynamic-full {
width: 836px;
height: 19px;
resize: none;
box-shadow: 1px 1px 1px;
}
textarea.sheet-dynamic-semi {
margin-top: 10px;
width: 340px;
height: 19px;
resize: none;
box-shadow: 1px 1px 1px;
}
textarea.sheet-dynamic-semi:hover {
height: 75px;
}
textarea.sheet-dynamic-third {
margin-top: 10px;
width: 250px;
height: 19px;
resize: none;
box-shadow: 1px 1px 1px;
}
textarea.sheet-dynamic-consequent {
margin-top: 10px;
width: 600px;
height: 19px;
resize: none;
box-shadow: 1px 1px 1px;
}
textarea.sheet-dynamic-subconsequent {
margin-top: 10px;
width: 570px;
height: 19px;
resize: none;
box-shadow: 1px 1px 1px;
}
textarea.sheet-dynamic-full:hover,
textarea.sheet-dynamic-third:hover,
textarea.sheet-dynamic-consequent:hover,
textarea.sheet-dynamic-subconsequent:hover
{
height: 75px;
}
textarea.sheet-description-textarea {
border-style: solid;
border-width: 1px;
border-color: #ccc;
resize: none;
height: 135px;
width: 585px;
box-shadow: 1px 1px 1px;
}
textarea.sheet-npc-description-textarea {
border-style: solid;
border-width: 1px;
border-color: #ccc;
resize: none;
height: 75px;
width: 840px;
box-shadow: 1px 1px 1px;
}
.sheet-borderless-table-title {
background-color: gray;
color: white;
height: 30px;
width: 850px;
text-align: center;
font-style: italic;
font-weight: bold;
border-style: solid;
border-width: 0px;
}
.sheet-main-characteristics-borderless-table-content,
.sheet-secondary-characteristics-borderless-table-content
{
width: 850px;
text-align: center;
}
.sheet-skills-borderless-table-content,
.sheet-perks-defects-borderless-table-content,
.sheet-darkness-perfidy-borderless-table-content,
.sheet-flame-season-currency-borderless-table-content,
.sheet-stuff-borderless-table-content,
.sheet-combat-borderless-table-content,
.sheet-weapons-borderless-table-content,
.sheet-emprise-borderless-table-content,
.sheet-art-borderless-table-content,
.sheet-dancers-borderless-table-content,
.sheet-spells-borderless-table-content,
.sheet-summon-borderless-table-content
{
width: 850px;
}
.sheet-main-characteristics-switch:not(:checked) ~ .sheet-borderless-table-title,
.sheet-secondary-characteristics-switch:not(:checked) ~ .sheet-borderless-table-title,
.sheet-skills-switch:not(:checked) ~ .sheet-borderless-table-title,
.sheet-perks-defects-switch:not(:checked) ~ .sheet-borderless-table-title,
.sheet-darkness-perfidy-switch:not(:checked) ~ .sheet-borderless-table-title,
.sheet-flame-season-currency-switch:not(:checked) ~ .sheet-borderless-table-title,
.sheet-stuff-switch:not(:checked) ~ .sheet-borderless-table-title,
.sheet-combat-switch:not(:checked) ~ .sheet-borderless-table-title,
.sheet-weapons-switch:not(:checked) ~ .sheet-borderless-table-title,
.sheet-emprise-switch:not(:checked) ~ .sheet-borderless-table-title,
.sheet-art-switch:not(:checked) ~ .sheet-borderless-table-title,
.sheet-dancers-switch:not(:checked) ~ .sheet-borderless-table-title,
.sheet-spells-switch:not(:checked) ~ .sheet-borderless-table-title,
.sheet-summon-switch:not(:checked) ~ .sheet-borderless-table-title
{
background-color: #e6e6e6;
color: black;
}
.sheet-skills-borderless-table-content input[type=text] {
text-align: center;
}
.sheet-main-characteristics-switch:not(:checked) ~ .sheet-main-characteristics-borderless-table-content,
.sheet-secondary-characteristics-switch:not(:checked) ~ .sheet-secondary-characteristics-borderless-table-content,
.sheet-skills-switch:not(:checked) ~ .sheet-skills-borderless-table-content,
.sheet-perks-defects-switch:not(:checked) ~ .sheet-perks-defects-borderless-table-content,
.sheet-darkness-perfidy-switch:not(:checked) ~ .sheet-darkness-perfidy-borderless-table-content,
.sheet-flame-season-currency-switch:not(:checked) ~ .sheet-flame-season-currency-borderless-table-content,
.sheet-stuff-switch:not(:checked) ~ .sheet-stuff-borderless-table-content,
.sheet-combat-switch:not(:checked) ~ .sheet-combat-borderless-table-content,
.sheet-weapons-switch:not(:checked) ~ .sheet-weapons-borderless-table-content,
.sheet-emprise-switch:not(:checked) ~ .sheet-emprise-borderless-table-content,
.sheet-art-switch:not(:checked) ~ .sheet-art-borderless-table-content,
.sheet-dancers-switch:not(:checked) ~ .sheet-dancers-borderless-table-content,
.sheet-spells-switch:not(:checked) ~ .sheet-spells-borderless-table-content,
.sheet-summon-switch:not(:checked) ~ .sheet-summon-borderless-table-content,
{
display: none;
}
.sheet-main-characteristics-switch,
.sheet-secondary-characteristics-switch,
.sheet-skills-switch,
.sheet-perks-defects-switch,
.sheet-darkness-perfidy-switch,
.sheet-flame-season-currency-switch,
.sheet-stuff-switch,
.sheet-combat-switch,
.sheet-weapons-switch,
.sheet-emprise-switch,
.sheet-art-switch,
.sheet-dancers-switch,
.sheet-spells-switch,
.sheet-summon-switch,
{
margin-left: 8px;
margin-top: 8px;
position: absolute;
}
select.sheet-competences-selection {
margin-top: 8px;
width: 230px;
height: 30px;
box-shadow: 1px 1px 1px;
}
select.sheet-jet-caracteristiques,
select.sheet-jet-competences
{
width: 150px;
margin-top: -1px;
height: 30px;
position: absolute;
box-shadow: 1px 1px 1px;
}
select.sheet-arme-competence,
select.sheet-race-selector,
select.sheet-arme-style
{
width: 90px;
margin-top: 10px;
box-shadow: 1px 1px 1px;
}
select.sheet-arme-type-degats {
width: 50px;
margin-top: 10px;
box-shadow: 1px 1px 1px;
}
.sheet-rolltemplate-agone-initiative .inlinerollresult,
.sheet-rolltemplate-agone-attaque .inlinerollresult,
.sheet-rolltemplate-agone-defense .inlinerollresult,
.sheet-rolltemplate-agone-conjuration .inlinerollresult,
.sheet-rolltemplate-agone-emprise .inlinerollresult,
.sheet-rolltemplate-agone-emprise-impro .inlinerollresult,
.sheet-rolltemplate-agone-art .inlinerollresult,
.sheet-rolltemplate-agone-art-impro .inlinerollresult,
.sheet-rolltemplate-agone-esquive .inlinerollresult,
.sheet-rolltemplate-agone-caracteristiques .inlinerollresult,
.sheet-rolltemplate-agone-competences .inlinerollresult,
.sheet-rolltemplate-agone-fumble .inlinerollresult,
.sheet-rolltemplate-agone-defense-naturelle .inlinerollresult,
.sheet-rolltemplate-agone-npc .inlinerollresult
{
background-color: #ccc;
border: none;
}
.sheet-rolltemplate-agone-initiative .inlinerollresult.fullcrit,
.sheet-rolltemplate-agone-attaque .inlinerollresult.fullcrit,
.sheet-rolltemplate-agone-defense .inlinerollresult.fullcrit,
.sheet-rolltemplate-agone-conjuration .inlinerollresult.fullcrit,
.sheet-rolltemplate-agone-emprise .inlinerollresult.fullcrit,
.sheet-rolltemplate-agone-emprise-impro .inlinerollresult.fullcrit,
.sheet-rolltemplate-agone-art .inlinerollresult.fullcrit,
.sheet-rolltemplate-agone-art-impro .inlinerollresult.fullcrit,
.sheet-rolltemplate-agone-esquive .inlinerollresult.fullcrit,
.sheet-rolltemplate-agone-caracteristiques .inlinerollresult.fullcrit,
.sheet-rolltemplate-agone-competences .inlinerollresult.fullcrit,
.sheet-rolltemplate-agone-fumble .inlinerollresult.fullfail,
.sheet-rolltemplate-agone-defense-naturelle .inlinerollresult.fullcrit,
.sheet-rolltemplate-agone-npc .inlinerollresult.fullcrit
{
color: #3FB315;
border: none;
}
.sheet-rolltemplate-agone-initiative .inlinerollresult.fullfail,
.sheet-rolltemplate-agone-attaque .inlinerollresult.fullfail,
.sheet-rolltemplate-agone-defense .inlinerollresult.fullfail,
.sheet-rolltemplate-agone-conjuration .inlinerollresult.fullfail,
.sheet-rolltemplate-agone-emprise .inlinerollresult.fullfail,
.sheet-rolltemplate-agone-emprise-impro .inlinerollresult.fullfail,
.sheet-rolltemplate-agone-art .inlinerollresult.fullfail,
.sheet-rolltemplate-agone-art-impro .inlinerollresult.fullfail,
.sheet-rolltemplate-agone-esquive .inlinerollresult.fullfail,
.sheet-rolltemplate-agone-caracteristiques .inlinerollresult.fullfail,
.sheet-rolltemplate-agone-competences .inlinerollresult.fullfail,
.sheet-rolltemplate-agone-fumble .inlinerollresult.fullcrit,
.sheet-rolltemplate-agone-defense-naturelle .inlinerollresult.fullfail,
.sheet-rolltemplate-agone-npc .inlinerollresult.fullfail
{
color: #B31515;
border: none;
}
.sheet-rolltemplate-agone-table {
width: 235px;
background-color: #ccc;
}
.sheet-rolltemplate-agone-title {
color: white;
background-color: #000;
}
.sheet-compagnon-description {
width: 600px;
height: 100px;
resize: none;
}
.sheet-demon-competences {
width: 390px;
height: 100px;
resize: none;
}
.repcontrol .btn {
border: medium none;
background: none;
box-shadow: none;
font-size: 0;
}
.repcontrol .btn:focus {
outline: 0;
}
.repcontrol .repcontrol_edit:after {
content: 'y';
visibility: visible;
font-family: pictos;
background-color: #fff;
border: 1px solid black;
border-radius: 2px;
font-size: 12px;
height: 12px;
width: 12px;
padding: 2px 4px 2px 4px;
color: black;
}
.editmode ~ .repcontrol .repcontrol_edit:after {
content: '3';
}
.repcontrol .repcontrol_add:before {
content: '&';
visibility: visible;
font-family: pictos;
background-color: #fff;
border: 1px solid black;
border-radius: 2px;
font-size: 12px;
height: 12px;
width: 12px;
padding: 2px 4px 2px 4px;
color: black;
}
.repcontrol .repcontrol_edit:hover:after,
.repcontrol .repcontrol_add:hover:before
{
background-color: #EFEFEF;
}
.sheet-resources .repcontrol {
margin-top: -10px;
}
.itemcontrol {
z-index: 10;
}
.itemcontrol .repcontrol_del, .itemcontrol .repcontrol_move {
font-size: 14px;
margin: 0;
padding: 0;
height: 18px;
width: 18px;
}
.itemcontrol .repcontrol_del {
border: 0;
}
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+9
View File
@@ -0,0 +1,9 @@
{
"html": "agone-sheet.html",
"css": "agone-sheet.css",
"authors": "Le GDF",
"preview": "agone-sheet.png",
"roll20userid": "1686183",
"instructions": "First version. It will be improved."
}
+345 -23
View File
@@ -77,7 +77,7 @@ input.sheet-tab {
input.sheet-tab::before
{
content: attr(title);
font-family: 'GreatVibesRegular', "Shadows Into Light", cursive;
font-family: "Shadows Into Light", cursive;
color:white;
text-shadow:0px 0px 0.5em black;
@@ -137,13 +137,6 @@ div.sheet-top_bar {
margin-left:auto;
}
/*=======================End of tabs=======================*/
/*----------- Font Face -------------*/
@font-face {
font-family: 'GreatVibesRegular';
src: url('http://openfontlibrary.org/assets/fonts/rebecca/d32a4d9e4887fccf9ce200538290cd10/53e7427de4aaa693950c7a9c35de80e2/GreatVibesRegular.otf');
font-weight: normal;
font-style: normal;
}
/*----------- End of Font Face -------------*/
/*----------- Banner -------------*/
.sheet-banner {
@@ -167,13 +160,13 @@ div.sheet-top_bar {
/*----------- End of background -------------*/
/*----------- Text -------------*/
.sheet-heading {
font-family: 'GreatVibesRegular', "Shadows Into Light", cursive;
font-family: "Shadows Into Light", cursive;
font-weight:bold;
font-size:1.3em;
}
.sheet-heading_1 {
font-family: 'GreatVibesRegular', "Shadows Into Light", cursive;
font-family: "Shadows Into Light", cursive;
font-size:1.3em;
line-height:1.4em;
border-top: none;
@@ -194,7 +187,7 @@ textarea.sheet-textarea_1:hover,textarea.sheet-textarea_1:focus,
text-shadow: 0px 0px 5px white, 0px 0px 5px white, 0px 0px 5px white;
}
.sheet-heading_2 {
font-family: 'GreatVibesRegular', "Shadows Into Light", cursive;
font-family: "Shadows Into Light", cursive;
font-size:1.1em;
line-height:1.2em;
border-top: none;
@@ -205,7 +198,7 @@ textarea.sheet-textarea_1:hover,textarea.sheet-textarea_1:focus,
width:160px;
}
.sheet-heading_3 {
font-family: 'GreatVibesRegular', "Shadows Into Light", cursive;
font-family: "Shadows Into Light", cursive;
font-size:1.1em;
line-height:1.2em;
border-top: none;
@@ -216,7 +209,7 @@ textarea.sheet-textarea_1:hover,textarea.sheet-textarea_1:focus,
width:200px;
}
.sheet-heading_4 {
font-family: 'GreatVibesRegular', "Shadows Into Light", cursive;
font-family: "Shadows Into Light", cursive;
font-size:1.1em;
line-height:1.2em;
@@ -229,7 +222,7 @@ textarea.sheet-textarea_1:hover,textarea.sheet-textarea_1:focus,
}
.sheet-number_1 {
width:60px;
font-family: 'GreatVibesRegular', "Shadows Into Light", cursive;
font-family: "Shadows Into Light", cursive;
font-size:1.3em;
line-height:1.4em;
border-top: none;
@@ -290,7 +283,7 @@ input.sheet-counter[type=number]::-webkit-outer-spin-button {
/*----------- End of Text -------------*/
/*----------- Tables -------------*/
.sheet-table_1 th {
font-family: 'GreatVibesRegular', "Shadows Into Light", cursive;
font-family: "Shadows Into Light", cursive;
}
.sheet-table_2 {
border: 1px solid black;
@@ -299,7 +292,7 @@ input.sheet-counter[type=number]::-webkit-outer-spin-button {
}
.sheet-table_2 th {
font-family: 'GreatVibesRegular', "Shadows Into Light", cursive;
font-family: "Shadows Into Light", cursive;
text-align:left;
}
@@ -335,7 +328,7 @@ select.sheet-select_1 {
appearance: none;
margin-bottom: 0;
width:110px;
font-family: 'GreatVibesRegular', "Shadows Into Light", cursive;
font-family: "Shadows Into Light", cursive;
}
select {
@@ -452,6 +445,83 @@ input.sheet-checkbox_3[type="checkbox"] + span::before {
-moz-border-radius: 3px;
-webkit-border-radius: 3px;
border-radius: 3px;
} /* Hide actual checkbox */
input.sheet-puissant[type="checkbox"] {
opacity: 0;
width: 16px;
height: 16px;
position: relative;
top: 0px;
left: 8px;
margin:0px;
cursor: pointer;
z-index: 1;
}
/* Fake checkbox */
input.sheet-puissant[type="checkbox"] + span::before {
margin-right: 4px;
border: solid 1px #a8a8a8;
line-height: 14px;
text-align: center;
display: inline-block;
vertical-align: middle;
-moz-box-shadow: 0 0 2px #ccc;
-webkit-box-shadow: 0 0 2px #ccc;
box-shadow: 0 0 2px #ccc;
background: #f6f6f6;
background: -moz-radial-gradient(#f6f6f6, #dfdfdf);
background: -webkit-radial-gradient(#f6f6f6, #dfdfdf);
background: -ms-radial-gradient(#f6f6f6, #dfdfdf);
background: -o-radial-gradient(#f6f6f6, #dfdfdf);
background: radial-gradient(#f6f6f6, #dfdfdf);
}
/* Fake checkbox */
input.sheet-puissant[type="checkbox"] + span::before {
content: "";
width: 14px;
height: 14px;
font-size: 12px;
-moz-border-radius: 3px;
-webkit-border-radius: 3px;
border-radius: 3px;
}
input.sheet-puissant[type="checkbox"] + span::before {
position: relative;
top: 0px;
left: 0px;
margin:-10px;
}
input.sheet-checkbox_2[type="checkbox"] + span::before {
position: relative;
top: 0px;
left: 0px;
margin:-10px;
}
input.sheet-puissant[type="checkbox"]:checked + span::before {
content: "✓";
color:green;
font-weight: bold;
} /* Fake checkbox */
input.sheet-puissant[type="checkbox"] + span::before {
margin-right: 4px;
border: solid 1px #a8a8a8;
line-height: 14px;
text-align: center;
display: inline-block;
vertical-align: middle;
-moz-box-shadow: 0 0 2px #ccc;
-webkit-box-shadow: 0 0 2px #ccc;
box-shadow: 0 0 2px #ccc;
background: #f6f6f6;
}
/*----------- Radio -------------*/
@@ -469,7 +539,7 @@ input.sheet-radio_1[type="radio"] {
z-index: 1;
}
/* Fake checkbox */
/* Fake radio */
input.sheet-radio_2[type="radio"] + span::before,
input.sheet-radio_1[type="radio"] + span::before {
margin-right: 4px;
@@ -509,7 +579,7 @@ input.sheet-radio_2[type="radio"] + span::before {
margin:-10px;
}
/* Fake checkbox */
/* Fake radio */
input.sheet-radio_2[type="radio"] + span::before,
input.sheet-radio_1[type="radio"] + span::before {
content: "";
@@ -525,7 +595,77 @@ input.sheet-radio_2[type="radio"]:checked + span::before,
input.sheet-radio_1[type="radio"]:checked + span::before {
content: "x";
}
/* ===== ====== ====== ===== ====== */ /* Hide actual radio */
input.sheet-puissant[type="radio"] {
opacity: 0;
width: 20px;
height: 16px;
position: relative;
top: 0px;
left: 8px;
margin:0px;
cursor: pointer;
z-index: 1;
}
/* Fake radio */
input.sheet-puissant[type="radio"] + span::before {
margin-right: 4px;
border: solid 1px #a8a8a8;
line-height: 14px;
text-align: center;
display: inline-block;
vertical-align: middle;
position: relative;
top: 0px;
left: 0px;
margin:-10px;
-moz-box-shadow: 0 0 2px #ccc;
-webkit-box-shadow: 0 0 2px #ccc;
box-shadow: 0 0 2px #ccc;
background: #f6f6f6;
background: -moz-radial-gradient(#f6f6f6, #dfdfdf);
background: -webkit-radial-gradient(#f6f6f6, #dfdfdf);
background: -ms-radial-gradient(#f6f6f6, #dfdfdf);
background: -o-radial-gradient(#f6f6f6, #dfdfdf);
background: radial-gradient(#f6f6f6, #dfdfdf);
}
input.sheet-puissant[type="radio"] + span::before {
position: relative;
top: 0px;
left: -8px;
margin:0px;
}
input.sheet-puissant[type="radio"] + span::before {
position: relative;
top: 0px;
left: 0px;
margin:-10px;
}
/* Fake radio */
input.sheet-puissant[type="radio"] + span::before {
content: "";
width: 20px;
height: 14px;
font-size: 12px;
-moz-border-radius: 3px;
-webkit-border-radius: 3px;
border-radius: 3px;
}
input.sheet-puissant.sheet-red[type="radio"]:checked + span::before {
content: "No";
color:red;
}
input.sheet-puissant.sheet-green[type="radio"]:checked + span::before {
content: "Yes";
color:green;
}
/*----------- End of Checkbox -------------*/
/*----------- Buttons -------------*/
button.sheet-button_1:before {
@@ -537,7 +677,7 @@ button.sheet-botch:before{
}
button.sheet-botch {
font-family: 'GreatVibesRegular', "Shadows Into Light", cursive;
font-family: "Shadows Into Light", cursive;
color:white;
text-shadow:0px 0px 0.5em black;
@@ -614,6 +754,80 @@ button.sheet-botch:active {
.sheet-skillbtn:active {
background: radial-gradient(circle at 80px 10px, white, gray);
}
/* ======== button ========*/
.sheet-button button[type="roll"]:before,
.sheet-button:before {
content: ""!important;
display: none;
border:none;
}
.sheet-button button[type="roll"],
.sheet-button {
display: block;
-moz-border-radius: 5px;
-webkit-border-radius: 5px;
border-radius: 5px;
border: 1px solid #2A4792;
box-shadow: none;
outline:0;
margin: 0;
background: radial-gradient(circle at 0px 10px, white, gray);
font-size:1em !important;
font-family: 'Contrail One', Copperplate, 'Copperplate Gothic Light';
font-weight:bold;
height:25px;
width: 35px;
padding-left:0px;
color: black;
text-shadow: 0px 0px 10px #fff, 0px 0px 10px #fff, 0px 0px 10px #fff;
}
.sheet-button button[type="roll"]:hover,
.sheet-button:hover {
background: radial-gradient(circle at 40px 10px, white, gray);
}
.sheet-button button[type="roll"]:active,
.sheet-button:active {
background: radial-gradient(circle at 80px 10px, white, gray);
}
/* ======== magic ========*/
.sheet-magic button[type="roll"]:before,
.sheet-magic:before {
content: ""!important;
display: none;
border:none;
}
.sheet-magic button[type="roll"],
.sheet-magic {
display: block;
-moz-border-radius: 5px;
-webkit-border-radius: 5px;
border-radius: 5px;
border: 1px solid #08667f;
box-shadow: none;
outline:0;
margin: 0;
background: radial-gradient(circle at 0px 10px, white, #08667f);
font-size:1em !important;
font-family: 'Contrail One', Copperplate, 'Copperplate Gothic Light';
font-weight:bold;
height:25px;
width: 35px;
padding-left:0px;
color: black;
text-shadow: 0px 0px 10px #fff, 0px 0px 10px #fff, 0px 0px 10px #fff;
}
.sheet-magic button[type="roll"]:hover,
.sheet-magic:hover {
background: radial-gradient(circle at 40px 10px, white, #08667f);
}
.sheet-magic button[type="roll"]:active,
.sheet-magic:active {
background: radial-gradient(circle at 80px 10px, white, #08667f);
}
/*----------- End of Buttons -------------*/
/*=== spell ===*/
.sheet-rolltemplate-spell table {
@@ -627,6 +841,17 @@ button.sheet-botch:active {
border-top-left-radius:15px;
border-top-right-radius:15px;
}
.sheet-rolltemplate-botch table {
width: 100%;
background: white;
color: black;
background: white;
font-size: 1em;
font-family: "Helvetica Neue", Helvetica, sans-serif;
box-shadow: -5px -5px 6px #08667f, -5px -5px 6px black;
border-top-left-radius:15px;
border-top-right-radius:15px;
}
.sheet-rolltemplate-spell th {
background:#B35439;
@@ -641,21 +866,118 @@ button.sheet-botch:active {
border-top-right-radius:15px;
}
.sheet-rolltemplate-botch th {
background:#08667f;
background-size: 100%;
color: white;
padding: 2px;
border-bottom: 1px solid #08667f;
line-height: 1.6em;
font-size: 1.2em;
text-shadow: 0px 0px 2px black;
border-top-left-radius:15px;
border-top-right-radius:15px;
}
.sheet-rolltemplate-spell .sheet-tcat {
font-weight: bold;
}
.sheet-rolltemplate-botch .inlinerollresult,
.sheet-rolltemplate-spell .inlinerollresult {
display: inline-block;
min-width: 1.5em;
text-align: center;
border: 2px solid rgba(167, 168, 170,1); /*Cool Gray 6 C*/
border: none; /*Cool Gray 6 C*/
background:none;
}
.sheet-rolltemplate-botch .inlinerollresult.fullfail,
.sheet-rolltemplate-spell .inlinerollresult.fullfail {
border: 2px solid #B31515;
color: #B31515;
border: none; /*Cool Gray 6 C*/
background:none;
}
.sheet-rolltemplate-botch .inlinerollresult.importantroll,
.sheet-rolltemplate-spell .inlinerollresult.importantroll {
border: 2px solid #4A57ED;
color: #4A57ED;
border: none; /*Cool Gray 6 C*/
background:none;
}
.sheet-rolltemplate-botch .inlinerollresult.fullcrit,
.sheet-rolltemplate-spell .inlinerollresult.fullcrit {
color: #4A57ED;
border: none; /*Cool Gray 6 C*/
background:none;
}
.sheet-rolltemplate-spell td.sheet-top_bottom {
border-top: 1px solid #8B0000;
border-bottom: 1px solid #8B0000;
}
/*=== attack & initiative ===*/
.sheet-rolltemplate-attack table,
.sheet-rolltemplate-initiative table {
width: 100%;
background: white;
color: black;
background: white;
font-size: 1em;
font-family: "Helvetica Neue", Helvetica, sans-serif;
box-shadow: -5px -5px 6px #8B0000, -5px -5px 6px black;
border-top-left-radius:15px;
border-top-right-radius:15px;
}
.sheet-rolltemplate-attack th,
.sheet-rolltemplate-initiative th {
background:#B35439;
background-size: 100%;
color: white;
padding: 2px;
border-bottom: 1px solid black;
line-height: 1.6em;
font-size: 1.2em;
text-shadow: 0px 0px 2px black;
border-top-left-radius:15px;
border-top-right-radius:15px;
}
.sheet-rolltemplate-attack .sheet-tcat ,
.sheet-rolltemplate-initiative .sheet-tcat {
font-weight: bold;
}
.sheet-rolltemplate-attack .inlinerollresult,
.sheet-rolltemplate-initiative .inlinerollresult {
display: inline-block;
min-width: 1.5em;
text-align: center;
border: none; /*Cool Gray 6 C*/
background:none;
}
.sheet-rolltemplate-attack .inlinerollresult.fullfail,
.sheet-rolltemplate-initiative .inlinerollresult.fullfail {
color: #B31515;
border: none; /*Cool Gray 6 C*/
background:none;
}
.sheet-rolltemplate-attack .inlinerollresult.importantroll,
.sheet-rolltemplate-initiative .inlinerollresult.importantroll {
color: #4A57ED;
border: none; /*Cool Gray 6 C*/
background:none;
}
.sheet-rolltemplate-attack .inlinerollresult.fullcrit,
.sheet-rolltemplate-initiative .inlinerollresult.fullcrit {
color: #4A57ED;
border: none; /*Cool Gray 6 C*/
background:none;
}
File diff suppressed because it is too large Load Diff
+20 -4
View File
@@ -2,14 +2,14 @@
Character sheet for Barbarians of Lemuria - Mythic Edition, in [english](http://barbariansoflemuria.webs.com/) and [french](http://www.ludospherik.fr/content/14-barbarians-of-lemuria), by [Natha](https://github.com/NathaTerrien/roll20-wip/blob/master/README.md).
Graphic design is based on the french edition.
Graphic design is based on the french edition.
Background image courtesy of [Emmanuel Roudier](http://roudier-neandertal.blogspot.fr/), lead artist on BoL:Mythic, french edition.
# Current version
1.1 [Screenshot](bolm.jpg)
1.3 [Screenshot](bolm.jpg)
The sheet has some integrated rolls (with chat roll templates).
Every roll asks for, at least, a modifier (default 0).
The sheet has integrated rolls (with chat roll templates).
Every roll as a PC or NPC asks for, at least, a modifier (default 0).
* Attributes. 3 roll buttons per Attribute: standard (2d6), with Bonus Die (3d6kh2) and with Penalty Die (3d6kl2). Checks against 9.
* Agility: accounts for Armour and Shield penalty.
* Combat Abilities. 3 roll buttons per Ability: standard (2d6), with Bonus Die (3d6kh2) and with Penalty Die (3d6kl2).
@@ -23,6 +23,22 @@ Due to some temporary technical translation limitations of Roll20, the french ve
# Release notes
##v1.3 (2017-01-13)
* Added (unofficial) German translation, by Marc M. (id 4134)
##v1.2 (2017-01-02)
* Added an NPC mode and a Beast mode (NPC) to the sheet :
* in NPC mode, the sheet is identical to the PC sheet but all rolls are whispered to the gm.
* in Beast mode, sheet is simplified and all rolls are whispered to the gm.
* Added d3,d6 and d6H with Bonus die weapons damage
* Handle Masterwork, Uncommon and Legendary Weapons and Armour
* Added a current / max Advance points
* Added Craft Points handling
* Fix design overlays
* Correct french translation in the weapons damage list
##v1.1 (2016-12-20)
* Bug fix: Agility penalty due to Armour and/or Shield was not applied to attack rolls using Agility (Melee or Ranged)
+66 -13
View File
@@ -1,8 +1,9 @@
/* COLORS
#932315 / 147,35,21 : redish brown
#6FB387 / 111,179,135 : green
#8D8D8D : grey
#C6C6C6 : light grey
#727272 : grey
#C2C2C2 : mid grey
#B5B5B5 #B5B5B5 : light grey
*/
div,
button,
@@ -20,16 +21,39 @@ div{
padding: none;
background-color: transparent;
}
div.sheet-bgmain{
div.sheet-beast{
display: none;
background-color: white;
width: 875px;
text-align: left;
font-family: 'Candal';
background-image: url('https://raw.githubusercontent.com/NathaTerrien/roll20-wip/master/Barbarians%20Of%20Lemuria%20-%20Mythic/bolm_beast_bg.png');
background-repeat:no-repeat;
background-position: center center;
background-size: initial;
background-color: white;
}
input[type="radio"].sheet-beast:checked ~ div.sheet-beast{
display:block;
}
div.sheet-char{
display: none;
position: relative;
width: 990px;
min-height: 700px;
min-height: 840px;
text-align:center;
font-family: 'Candal';
background-image: url('https://raw.githubusercontent.com/NathaTerrien/roll20-wip/master/Barbarians%20Of%20Lemuria%20-%20Mythic/bolm_bg.png');
background-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Barbarians%20Of%20Lemuria%20-%20Mythic/bolm_bg.png');
background-repeat:no-repeat;
background-position:top left;
background-size: cover;
background-size: 990px 700px;
background-color: white;
}
input[type="radio"].sheet-char, input[type="radio"].sheet-beast{
margin-left: 10px;
}
input[type="radio"].sheet-char:checked ~ div.sheet-char{
display:block;
}
div.sheet-absinp{
position: absolute;
@@ -45,12 +69,12 @@ div.sheet-whitelab1{
width:100px;
background-color: white;
}
div.sheet-ligne{
div.sheet-lignebrd{
display: block;
text-align: left;
width: 100%;
padding-bottom: 2px;
border-bottom: 2px solid #8D8D8D;
border-bottom: 2px solid #727272;
}
.sheet-block{
display: block;
@@ -73,7 +97,7 @@ div.sheet-ligne{
text-transform: uppercase;
font-family: 'Contrail One';
}
.sheet-libBlack3{
.sheet-libBlack3, .sheet-libBlack3b{
background-color: transparent;
color: black;
font-size: 14px;
@@ -83,6 +107,28 @@ div.sheet-ligne{
display: inline-block;
height:20px;
}
.sheet-libBlack3b{
width: 98px;
padding-left: 2px;
}
.sheet-libBlack4{
background-color: transparent;
color: black;
font-size: 12px;
font-weight: lighter;
text-align: left;
font-family: 'Contrail One';
display: inline-block;
}
.sheet-libGrey4{
background-color: transparent;
color: gray;
font-size: 12px;
font-weight: lighter;
text-align: left;
font-family: 'Contrail One';
display: inline-block;
}
.sheet-libWhite1{
background-color: transparent;
color: white;
@@ -106,12 +152,19 @@ div.sheet-ligne{
transform: rotate(-90deg);
transform-origin: 12% 0%;
}
.sheet-blacktitle{
background-color:black;
text-align: center;
}
.sheet-blackborder{
border: 2px solid black;
border-radius: 3px;
margin-bottom : 4px;
}
input, textarea{
display: inline-block;
padding: none;
margin: none;
/* font-family: Arial;
font-size: 13px; */
border: none;
box-shadow: none;
resize:none;
@@ -281,7 +334,7 @@ button[type="roll"].sheet-butd6small:before{
font-family: "dicefontd6";
content: 'f';
font-size: 26px;
color: #8D8D8D;
color: #727272;
}
button[type="roll"].sheet-butd6small:hover:before{
color: black;
@@ -438,7 +491,7 @@ div.repcontrol{
.sheet-rolltemplate-tmplt div.sheet-subtitle{
color: white;
font-weight: bold;
background-color: #8D8D8D;
background-color: #727272;
text-decoration: italic;
padding: 2px 1px 2px 1px;
}
+291 -71
View File
@@ -16,14 +16,50 @@
varmpen = 0;
vroll="1d6-3";
break;
case "lightmasterwork":
varmpen = 0;
vroll="1d6r1-3";
break;
case "lightuncommon":
varmpen = 0;
vroll="1d6-2";
break;
case "lightlegendary":
varmpen = 0;
vroll="2d6kh1-2";
break;
case "medium":
varmpen = -1;
vroll="1d6-2";
break;
case "mediummasterwork":
varmpen = -1;
vroll="1d6r1-2";
break;
case "mediumuncommon":
varmpen = -1;
vroll="1d6-1";
break;
case "mediumlegendary":
varmpen = -1;
vroll="2d6kh1-1";
break;
case "heavy":
varmpen = -2;
vroll="1d6-1";
break;
case "heavymasterwork":
varmpen = -2;
vroll="1d6r1-1";
break;
case "heavyuncommon":
varmpen = -2;
vroll="1d6";
break;
case "heavylegendary":
varmpen = -2;
vroll="2d6kh1";
break;
default:
varmpen = 0;
vroll="0";
@@ -75,8 +111,9 @@
});
on('sheet:opened',function(){
getAttrs(["SHEETVERSION"], function(values) {
var vers = parseInt(values.SHEETVERSION) || 0;
if (vers == 0) {
var vers = parseFloat(values.SHEETVERSION) || 0;
if (vers < 1.1) {
// fix negative half-strength
getAttrs(["strength"], function(values) {
var str = parseInt(values.strength) || 0;
var half = 0;
@@ -91,13 +128,57 @@
});
});
}
if (vers < 1.2) {
// weapons attributes change
getSectionIDs("repeating_weapons", function(idws) {
idws.forEach(function(idw,index){
var olddmg = "repeating_weapons_" + idw + "_weapondamage";
getAttrs(['' + olddmg], function(val) {
var sdmg = val[olddmg] || '';
if (sdmg.length > 0) {
var tdmg = sdmg.split('+');
if (tdmg.length == 2) {
var obj={};
obj['repeating_weapons_' + idw + '_weapondice'] = tdmg[0];
obj['repeating_weapons_' + idw + '_weaponattribute'] = tdmg[1];
obj[olddmg] = '';
setAttrs(obj);
}
}
});
});
setAttrs({
SHEETVERSION: 1.2
});
});
}
});
});
</script>
<!-- ========= SHEET ========= -->
<div class="sheet-bgmain">
<!-- ========= Hidden texts for translations ========= -->
<div style="display: none">
<input type="hidden" name="attr_SHEETVERSION" value="0" />
<span data-i18n="bonus">Bonus</span>
<span data-i18n="boon">Boon</span>
<span data-i18n="flaw">Flaw</span>
<span data-i18n="with-bonus-die">with Bonus Die</span>
<span data-i18n="with-penalty-die">with Penalty Die</span>
<span data-i18n="damage-reduction">Damage Reduction</span>
<span data-i18n="priority">Priority</span>
<span data-i18n="target-defence">Target’s defence</span>
<span data-i18n="ranged-attack">Ranged Attack</span>
<span data-i18n="melee-attack">Melee Attack</span>
<span data-i18n="damage">Damage</span>
</div>
<!-- ========= SHEET TYPE HANDLING ========= -->
<input type="radio" name="attr_sheettype" value=" " class="sheet-char" checked>&nbsp;<span class="sheet-libBlack4" data-i18n="player-character">Player Character (PC)</span></input>
<input type="radio" name="attr_sheettype" value="/w gm " class="sheet-char">&nbsp;<span class="sheet-libBlack4" data-i18n="non-player-character">Non-player Character (NPC)</span></input>
<input type="radio" name="attr_sheettype" value='/w "gm" ' class="sheet-beast">&nbsp;<span class="sheet-libBlack4" data-i18n="beast-character">Beast (NPC)</span></input>
<!-- ========= PC AND NPC CHARACTER SHEET ========= -->
<div class="sheet-char">
<!-- ========= BASICS ========= -->
<div class="sheet-absinp sheet-whitelab1" style="left: 226px;top:35px;text-align: right;">
<span class="sheet-libBlack1" data-i18n="name">Name</span>
@@ -114,17 +195,15 @@
<div class="sheet-absinp sheet-whitelab1" style="left: 226px;top:101px;text-align: right;">
<span class="sheet-libBlack2" data-i18n="languages">Languages</span>
</div>
<div class="sheet-absinp" style="left: 330px;top:95px;">
<input type="text" name="attr_languages" style="width: 415px;" data-i18n-placeholder="languages" placeholder="Languages" />
<div class="sheet-absinp" style="left: 330px;top:98px;">
<textarea type="text" name="attr_languages" style="width: 412px;height: 40px;" data-i18n-placeholder="languages" placeholder="Languages"></textarea>
</div>
<div class="sheet-absinp" style="left: 545px;top:125px;width:200px;text-align:right;">
<div class="sheet-absinp" style="left: 808px;top:116px;width:200px;text-align:left;">
<span class="sheet-libBlack2" data-i18n="advance">Advance</span>
</div>
<div class="sheet-absinp" style="left: 750px;top:102px;">
<input type="number" name="attr_advance" class="sheet-iptnumrond" data-i18n-title="advance" title="Advance" value="0" />
</div>
<div class="sheet-absinp" style="left:805px;top:58px;">
<textarea name="attr_notes" style="width:180px;height:270px;" data-i18n-placeholder="notes" placeholder="Notes"></textarea>
<input type="number" name="attr_advance" class="sheet-iptnumrondtop" data-i18n-title="advance-current" title="Current Advance" value="0" />
<input type="number" name="attr_advance_max" class="sheet-iptnumrondbott sheet-max" data-i18n-title="advance-max" title="Total gained Advance" value="0" />
</div>
<!-- ========= ATTRIBUTES ========= -->
@@ -140,9 +219,9 @@
<input type="hidden" name="attr_strengthhalf" value="0" />
</div>
<div class="sheet-absinp" style="left: 70px;top:188px;">
<button type="roll" class="sheet-butd6small block" name="RollStrength" data-i18n-title="strength-roll" title="Strength roll" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{strength}}} {{subtitle=-}} {{task=1}} {{roll=[[2d6+(@{strength})[Strength]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallgreen block" name="RollStrengthBonus" data-i18n-title="strength-roll-bonus-die" title="Strength roll with a Bonus die" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{strength}}} {{task=1}} {{subtitle=^{with-bonus-die}}} {{roll=[[3d6kh2+(@{strength})[Strength]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallred block" name="RollStrengthPenalty" data-i18n-title="strength-roll-penalty-die" title="Strength roll with a Penalty die" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{strength}}} {{task=1}} {{subtitle=^{with-penalty-die}}} {{roll=[[3d6kl2+(@{strength})[Strength]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6small block" name="RollStrength" data-i18n-title="strength-roll" title="Strength roll" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{strength}}} {{subtitle=-}} {{task=1}} {{roll=[[2d6+(@{strength})[Strength]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallgreen block" name="RollStrengthBonus" data-i18n-title="strength-roll-bonus-die" title="Strength roll with a Bonus die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{strength}}} {{task=1}} {{subtitle=^{with-bonus-die}}} {{roll=[[3d6kh2+(@{strength})[Strength]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallred block" name="RollStrengthPenalty" data-i18n-title="strength-roll-penalty-die" title="Strength roll with a Penalty die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{strength}}} {{task=1}} {{subtitle=^{with-penalty-die}}} {{roll=[[3d6kl2+(@{strength})[Strength]+(?{Modifier|0})[Modifier]]]}}" ></button>
</div>
<!-- AGILITY -->
<div class="sheet-absinp" style="left: 195px;top:264px;text-align: center;width: 114px;">
@@ -152,9 +231,9 @@
<input type="number" name="attr_agility" class="sheet-iptnumrond" data-i18n-title="agility" title="Agility" value="0" />
</div>
<div class="sheet-absinp" style="left: 184px;top:188px;">
<button type="roll" class="sheet-butd6small block" name="RollAgility" data-i18n-title="agility-roll" title="Agility roll" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{agility}}} {{subtitle=-}} {{task=1}} {{roll=[[2d6+(@{agility})[Agility]+(@{armourpenalty})[Armour penalty]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallgreen block" name="RollAgilityBonus" data-i18n-title="agility-roll-bonus-die" title="Agility roll with a Bonus die" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{agility}}} {{task=1}} {{subtitle=^{with-bonus-die}}} {{roll=[[3d6kh2+(@{agility})[Agility]+(@{armourpenalty})[Armour penalty]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallred block" name="RollAgilityPenalty" data-i18n-title="agility-roll-penalty-die" title="Agility roll with a Penalty die" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{agility}}} {{task=1}} {{subtitle=^{with-penalty-die}}} {{roll=[[3d6kl2+(@{agility})[Agility]+(@{armourpenalty})[Armour penalty]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6small block" name="RollAgility" data-i18n-title="agility-roll" title="Agility roll" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{agility}}} {{subtitle=-}} {{task=1}} {{roll=[[2d6+(@{agility})[Agility]+(@{armourpenalty})[Armour penalty]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallgreen block" name="RollAgilityBonus" data-i18n-title="agility-roll-bonus-die" title="Agility roll with a Bonus die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{agility}}} {{task=1}} {{subtitle=^{with-bonus-die}}} {{roll=[[3d6kh2+(@{agility})[Agility]+(@{armourpenalty})[Armour penalty]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallred block" name="RollAgilityPenalty" data-i18n-title="agility-roll-penalty-die" title="Agility roll with a Penalty die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{agility}}} {{task=1}} {{subtitle=^{with-penalty-die}}} {{roll=[[3d6kl2+(@{agility})[Agility]+(@{armourpenalty})[Armour penalty]+(?{Modifier|0})[Modifier]]]}}" ></button>
</div>
<!-- MIND -->
<div class="sheet-absinp" style="left: 309px;top:264px;text-align: center;width: 118px;">
@@ -164,9 +243,9 @@
<input type="number" name="attr_mind" class="sheet-iptnumrond" data-i18n-title="mind" title="Mind" value="0" />
</div>
<div class="sheet-absinp" style="left: 297px;top:188px;">
<button type="roll" class="sheet-butd6small block" name="RollMind" data-i18n-title="mind-roll" title="Mind roll" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{mind}}} {{subtitle=-}} {{task=1}} {{roll=[[2d6+(@{mind})[Mind]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallgreen block" name="RollMindBonus" data-i18n-title="mind-roll-bonus-die" title="Mind roll with a Bonus die" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{mind}}} {{task=1}} {{subtitle=^{with-bonus-die}}} {{roll=[[3d6kh2+(@{mind})[Mind]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallred block" name="RollMindPenalty" data-i18n-title="mind-roll-penalty-die" title="Mind roll with a Penalty die" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{mind}}} {{task=1}} {{subtitle=^{with-penalty-die}}} {{roll=[[3d6kl2+(@{mind})[Mind]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6small block" name="RollMind" data-i18n-title="mind-roll" title="Mind roll" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{mind}}} {{subtitle=-}} {{task=1}} {{roll=[[2d6+(@{mind})[Mind]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallgreen block" name="RollMindBonus" data-i18n-title="mind-roll-bonus-die" title="Mind roll with a Bonus die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{mind}}} {{task=1}} {{subtitle=^{with-bonus-die}}} {{roll=[[3d6kh2+(@{mind})[Mind]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallred block" name="RollMindPenalty" data-i18n-title="mind-roll-penalty-die" title="Mind roll with a Penalty die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{mind}}} {{task=1}} {{subtitle=^{with-penalty-die}}} {{roll=[[3d6kl2+(@{mind})[Mind]+(?{Modifier|0})[Modifier]]]}}" ></button>
</div>
<!-- APPEAL -->
<div class="sheet-absinp" style="left: 426px;top:264px;text-align: center;width: 113px;">
@@ -176,9 +255,9 @@
<input type="number" name="attr_appeal" class="sheet-iptnumrond" data-i18n-title="appeal" title="Appeal" value="0" />
</div>
<div class="sheet-absinp" style="left: 415px;top:188px;">
<button type="roll" class="sheet-butd6small block" name="RollAppeal" data-i18n-title="appeal-roll" title="Appeal roll" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{appeal}}} {{subtitle=-}} {{task=1}} {{roll=[[2d6+(@{appeal})[Appeal]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallgreen block" name="RollAppealBonus" data-i18n-title="appeal-roll-bonus-die" title="Appeal roll with a Bonus die" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{appeal}}} {{task=1}} {{subtitle=^{with-bonus-die}}} {{roll=[[3d6kh2+(@{appeal})[Appeal]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallred block" name="RollAppealPenalty" data-i18n-title="appeal-roll-penalty-die" title="Appeal roll with a Penalty die" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{appeal}}} {{task=1}} {{subtitle=^{with-penalty-die}}} {{roll=[[3d6kl2+(@{appeal})[Appeal]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6small block" name="RollAppeal" data-i18n-title="appeal-roll" title="Appeal roll" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{appeal}}} {{subtitle=-}} {{task=1}} {{roll=[[2d6+(@{appeal})[Appeal]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallgreen block" name="RollAppealBonus" data-i18n-title="appeal-roll-bonus-die" title="Appeal roll with a Bonus die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{appeal}}} {{task=1}} {{subtitle=^{with-bonus-die}}} {{roll=[[3d6kh2+(@{appeal})[Appeal]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallred block" name="RollAppealPenalty" data-i18n-title="appeal-roll-penalty-die" title="Appeal roll with a Penalty die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{appeal}}} {{task=1}} {{subtitle=^{with-penalty-die}}} {{roll=[[3d6kl2+(@{appeal})[Appeal]+(?{Modifier|0})[Modifier]]]}}" ></button>
</div>
<!-- ========= COMBAT ABILITIES ========= -->
@@ -193,11 +272,11 @@
<input type="number" name="attr_initiative" class="sheet-iptnumrond" data-i18n-title="initiative" title="Initiative" value="0" />
</div>
<div class="sheet-absinp" style="left: 110px;top:324px;">
<button type="roll" class="sheet-butd6small" name="RollPriority" data-i18n-title="priority-roll" title="Priority roll" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{priority}}} {{subtitle=-}} {{task=1}} {{roll=[[2d6+(@{mind})[Mind]+(@{initiative})[Initiative]+(@{armourinit})[Helmet penalty]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6small" name="RollPriority" data-i18n-title="priority-roll" title="Priority roll" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{priority}}} {{subtitle=-}} {{task=1}} {{roll=[[2d6+(@{mind})[Mind]+(@{initiative})[Initiative]+(@{armourinit})[Helmet penalty]+(?{Modifier|0})[Modifier]]]}}" ></button>
</div>
<div class="sheet-absinp" style="left: 95px;top:360px;">
<button type="roll" class="sheet-butd6smallgreen" name="RollAgilityBonus" data-i18n-title="priority-roll-bonus-die" title="Priority roll with a Bonus die" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{priority}}} {{task=1}} {{subtitle=^{with-bonus-die}}} {{roll=[[3d6kh2+(@{mind})[Mind]+(@{initiative})[Initiative]+(@{armourinit})[Helmet penalty]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallred" name="RollAgilityPenalty" data-i18n-title="priority-roll-penalty-die" title="Priority roll with a Penalty die" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{priority}}} {{task=1}} {{subtitle=^{with-penalty-die}}} {{roll=[[3d6kl2+(@{mind})[Mind]+(@{initiative})[Initiative]+(@{armourinit})[Helmet penalty]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallgreen" name="RollAgilityBonus" data-i18n-title="priority-roll-bonus-die" title="Priority roll with a Bonus die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{priority}}} {{task=1}} {{subtitle=^{with-bonus-die}}} {{roll=[[3d6kh2+(@{mind})[Mind]+(@{initiative})[Initiative]+(@{armourinit})[Helmet penalty]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallred" name="RollAgilityPenalty" data-i18n-title="priority-roll-penalty-die" title="Priority roll with a Penalty die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{priority}}} {{task=1}} {{subtitle=^{with-penalty-die}}} {{roll=[[3d6kl2+(@{mind})[Mind]+(@{initiative})[Initiative]+(@{armourinit})[Helmet penalty]+(?{Modifier|0})[Modifier]]]}}" ></button>
</div>
<!-- MELEE -->
<div class="sheet-absinp" style="left: 73px;top:435px;">
@@ -207,11 +286,11 @@
<input type="number" name="attr_melee" class="sheet-iptnumrond" data-i18n-title="melee" title="Melee" value="0" />
</div>
<div class="sheet-absinp" style="left: 110px;top:414px;">
<button type="roll" class="sheet-butd6small" name="RollMelee" data-i18n-title="melee-roll" title="Melee attack roll" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{melee-attack}}} {{subtitle=-}} {{task=1}} {{roll=[[2d6+?{Attribute|Agility,(@{agility})[Agility]+(@{armourpenalty})[Armour penalty]|Strengh,(@{strength})[Strengh]}+(@{melee})[Melee]-(?{Target’s defence|0})[Target’s defence]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6small" name="RollMelee" data-i18n-title="melee-roll" title="Melee attack roll" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{melee-attack}}} {{subtitle=-}} {{task=1}} {{roll=[[2d6+?{Attribute|Agility,(@{agility})[Agility]+(@{armourpenalty})[Armour penalty]|Strengh,(@{strength})[Strengh]}+(@{melee})[Melee]-(?{Target’s defence|0})[Target’s defence]+(?{Modifier|0})[Modifier]]]}}" ></button>
</div>
<div class="sheet-absinp" style="left: 95px;top:450px;">
<button type="roll" class="sheet-butd6smallgreen" name="RollMeleeBonus" data-i18n-title="melee-roll-bonus-die" title="Melee attack roll with a Bonus die" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{melee-attack}}} {{task=1}} {{subtitle=^{with-bonus-die}}} {{roll=[[3d6kh2+?{Attribute|Agility,(@{agility})[Agility]+(@{armourpenalty})[Armour penalty]|Strengh,(@{strength})[Strengh]}+(@{melee})[Melee]-(?{Target’s defence|0})[Target’s defence]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallred" name="RollMeleePenalty" data-i18n-title="melee-roll-penalty-die" title="Melee attack roll with a Penalty die" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{melee-attack}}} {{task=1}} {{subtitle=^{with-penalty-die}}} {{roll=[[3d6kl2+?{Attribute|Agility,(@{agility})[Agility]+(@{armourpenalty})[Armour penalty]|Strengh,(@{strength})[Strengh]}+(@{melee})[Melee]-(?{Target’s defence|0})[Target’s defence]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallgreen" name="RollMeleeBonus" data-i18n-title="melee-roll-bonus-die" title="Melee attack roll with a Bonus die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{melee-attack}}} {{task=1}} {{subtitle=^{with-bonus-die}}} {{roll=[[3d6kh2+?{Attribute|Agility,(@{agility})[Agility]+(@{armourpenalty})[Armour penalty]|Strengh,(@{strength})[Strengh]}+(@{melee})[Melee]-(?{Target’s defence|0})[Target’s defence]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallred" name="RollMeleePenalty" data-i18n-title="melee-roll-penalty-die" title="Melee attack roll with a Penalty die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{melee-attack}}} {{task=1}} {{subtitle=^{with-penalty-die}}} {{roll=[[3d6kl2+?{Attribute|Agility,(@{agility})[Agility]+(@{armourpenalty})[Armour penalty]|Strengh,(@{strength})[Strengh]}+(@{melee})[Melee]-(?{Target’s defence|0})[Target’s defence]+(?{Modifier|0})[Modifier]]]}}" ></button>
</div>
<!-- RANGE -->
<div class="sheet-absinp" style="left: 73px;top:520px;">
@@ -221,42 +300,46 @@
<input type="number" name="attr_ranged" class="sheet-iptnumrond" data-i18n-title="ranged" title="Ranged" value="0" />
</div>
<div class="sheet-absinp" style="left: 110px;top:498px;">
<button type="roll" class="sheet-butd6small" name="RollRanged" data-i18n-title="range-roll" title="Ranged attack roll" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{ranged-attack}}} {{subtitle=-}} {{task=1}} {{roll=[[2d6+(?{Range|Point Blank,1|Close,0|Medium,-1|Long,-2|Distant,-4|Extreme,-6|Utmost,-8})[Range]+(@{agility})[Agility]+(@{armourpenalty})[Armour penalty]+(@{ranged})[Ranged]-(?{Target’s defence|0})[Target’s defence]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6small" name="RollRanged" data-i18n-title="range-roll" title="Ranged attack roll" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{ranged-attack}}} {{subtitle=-}} {{task=1}} {{roll=[[2d6+(?{Range|Point Blank,1|Close,0|Medium,-1|Long,-2|Distant,-4|Extreme,-6|Utmost,-8})[Range]+(@{agility})[Agility]+(@{armourpenalty})[Armour penalty]+(@{ranged})[Ranged]-(?{Target’s defence|0})[Target’s defence]+(?{Modifier|0})[Modifier]]]}}" ></button>
</div>
<div class="sheet-absinp" style="left: 95px;top:534px;">
<button type="roll" class="sheet-butd6smallgreen" name="RollRangeBonus" data-i18n-title="range-roll-bonus-die" title="Ranged attack roll with a Bonus die" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{ranged-attack}}} {{task=1}} {{subtitle=^{with-bonus-die}}} {{roll=[[3d6kh2+(?{Range|Point Blank,1|Close,0|Medium,-1|Long,-2|Distant,-4|Extreme,-6|Utmost,-8})[Range]+(@{agility})[Agility]+(@{armourpenalty})[Armour penalty]+(@{ranged})[Ranged]-(?{Target’s defence|0})[Target’s defence]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallred" name="RollRangePenalty" data-i18n-title="range-roll-penalty-die" title="Ranged attack roll with a Penalty die" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{ranged-attack}}} {{task=1}} {{subtitle=^{with-penalty-die}}} {{roll=[[3d6kl2+(?{Range|Point Blank,1|Close,0|Medium,-1|Long,-2|Distant,-4|Extreme,-6|Utmost,-8})[Range]+(@{agility})[Agility]+(@{armourpenalty})[Armour penalty]+(@{ranged})[Ranged]-(?{Target’s defence|0})[Target’s defence]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallgreen" name="RollRangeBonus" data-i18n-title="range-roll-bonus-die" title="Ranged attack roll with a Bonus die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{ranged-attack}}} {{task=1}} {{subtitle=^{with-bonus-die}}} {{roll=[[3d6kh2+(?{Range|Point Blank,1|Close,0|Medium,-1|Long,-2|Distant,-4|Extreme,-6|Utmost,-8})[Range]+(@{agility})[Agility]+(@{armourpenalty})[Armour penalty]+(@{ranged})[Ranged]-(?{Target’s defence|0})[Target’s defence]+(?{Modifier|0})[Modifier]]]}}" ></button>
<button type="roll" class="sheet-butd6smallred" name="RollRangePenalty" data-i18n-title="range-roll-penalty-die" title="Ranged attack roll with a Penalty die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{ranged-attack}}} {{task=1}} {{subtitle=^{with-penalty-die}}} {{roll=[[3d6kl2+(?{Range|Point Blank,1|Close,0|Medium,-1|Long,-2|Distant,-4|Extreme,-6|Utmost,-8})[Range]+(@{agility})[Agility]+(@{armourpenalty})[Armour penalty]+(@{ranged})[Ranged]-(?{Target’s defence|0})[Target’s defence]+(?{Modifier|0})[Modifier]]]}}" ></button>
</div>
<!-- DEFENSE -->
<!-- DEFENCE -->
<div class="sheet-absinp" style="left: 73px;top:605px;">
<span class="sheet-libBlack2" data-i18n="defense">Defense</span>
<span class="sheet-libBlack2" data-i18n="defence">Defence</span>
</div>
<div class="sheet-absinp" style="left: 50px;top:549px;">
<input type="number" name="attr_defense" class="sheet-iptnumrond" data-i18n-title="defense" title="Defense" value="0" />
<input type="number" name="attr_defense" class="sheet-iptnumrond" data-i18n-title="defence" title="Defence" value="0" />
</div>
<!-- ========= WEAPONS ========= -->
<div class="sheet-absinp" style="left: 540px;top:158px;text-align: center;width:155px;">
<span class="sheet-libWhite1" data-i18n="weapons">Weapons</span>
</div>
<div class="sheet-absinp" style="left: 695px;top:162px;text-align: center;width:72px;">
<span class="sheet-libWhite2" data-i18n="dmg">Dmg</span>
</div>
<div class="sheet-absinp" style="left: 535px;top:183px;text-align: center;width:257px;height:152px;background-color:white;border-left:2px solid #8D8D8D;overflow-y: scroll;">
<div class="sheet-absinp" style="left: 535px;top:183px;text-align: center;width:257px;height:152px;background-color:white;border-left:2px solid #727272;overflow-y: scroll;">
<fieldset class="repeating_weapons">
<div class="sheet-ligne">
<button type="roll" class="sheet-butd6small" name="RollDamage" data-i18n-title="roll-damage" title="Roll Damage" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{damage}}} {{subtitle=@{weapon}}} {{roll=[[@{weapondamage}[Weapon damage]+(?{Modifier|0})[Modifier]]]}}"></button>
<input type="text" name="attr_weapon" style="width:130px" data-i18n-placeholder="weapon" placeholder="Weapon" />
<SELECT name="attr_weapondamage" style="width:65px;" data-i18n-title="damage" title="Damage">
<OPTION value="1d3+@{strengthhalf}" data-i18n="d3-half">d3+Half-Strengh</OPTION>
<OPTION value="1d3+@{strength}" data-i18n="d3-strength">d3+Strengh</OPTION>
<OPTION value="2d6kl1+@{strengthhalf}" data-i18n="d6l-half">d6L+Half-Strengh</OPTION>
<OPTION value="2d6kl1+@{strength}" data-i18n="d6l-strength">d6L+Strengh</OPTION>
<OPTION value="1d6+@{strengthhalf}" data-i18n="d6-half">d6+Half-Strengh</OPTION>
<OPTION value="1d6+@{strength}" data-i18n="d6-strength">d6+Strengh</OPTION>
<OPTION value="2d6kh1+@{strengthhalf}" data-i18n="d6h-half">d6H+Half-Strengh</OPTION>
<OPTION value="2d6kh1+@{strength}" data-i18n="d6h-strength">d6H+Strengh</OPTION>
<button type="roll" class="sheet-butd6small" name="RollDamage" data-i18n-title="roll-damage" title="Roll Damage" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{damage}}} {{subtitle=@{weapon}}} {{roll=[[@{weapondice}r@{weaponmasterwork}+@{weaponattribute}[Weapon damage]+(?{Modifier|0})[Modifier]]]}}"></button>
<input type="text" name="attr_weapon" style="width:200px" data-i18n-placeholder="weapon" placeholder="Weapon" />
</div>
<div class="sheet-lignebrd">
<SELECT name="attr_weapondice" style="width:60px;" data-i18n-title="damage-dice" title="Damage dice">
<OPTION value="1d3" data-i18n="d3">d3</OPTION>
<OPTION value="2d6kl1" data-i18n="d6l">d6L</OPTION>
<OPTION value="1d6" data-i18n="d6" selected>d6</OPTION>
<OPTION value="2d6kh1" data-i18n="d6h">d6H</OPTION>
<OPTION value="3d6kh1" data-i18n="d6hb">d6H Bonus Die</OPTION>
</SELECT>
+
<SELECT name="attr_weaponattribute" style="width:80px;" data-i18n-title="weapon-attribute" title="Damage Attribute">
<OPTION value="@{strength}" data-i18n="strength" selected>Strength</OPTION>
<OPTION value="@{strengthhalf}" data-i18n="strengthhalf">Half-Strength</OPTION>
<OPTION value="0">0</OPTION>
</SELECT>
<span class="sheet-libBlack4" data-i18n="masterwork">Masterwork</span>
<input type="checkbox" name="attr_weaponmasterwork" value="1" data-i18n-title="weapon-masterwork" title="Masterwork weapons reroll any result of 1 when rolling damage.">
</div>
</fieldset>
</div>
@@ -334,20 +417,43 @@
<input type="number" name="attr_lifeblood" class="sheet-iptnumrondtop" data-i18n-title="lifeblood-points-current" title="Current Lifeblood Points" value="0" />
<input type="number" name="attr_lifeblood_max" class="sheet-iptnumrondbott sheet-max" data-i18n-title="lifeblood-points-max" title="Maximum Lifeblood Points" value="0" />
</div>
<!-- CRAFT -->
<div class="sheet-absinp" style="left: 795px; top: 147px; width: 172px; height: 36px; background-color: black;">
<span class="sheet-libWhite1" style="display: inline-block;margin-top: 10px;" data-i18n="misc">Misc.</span>
</div>
<div class="sheet-absinp" style="left: 795px; top: 183px;width: 172px; height: 125px; z-index:1; border-right: 2px solid #727272;">
</div>
<div class="sheet-absinp" style="left:854px;top:200px;width:150px;text-align:left; z-index:5;">
<span class="sheet-libBlack2" data-i18n="craft">Craft</span>
</div>
<div class="sheet-absinp" style="left: 800px;top:185px; z-index:5;">
<input type="number" name="attr_craft" class="sheet-iptnumrondtop" data-i18n-title="craft-points-current" title="Current Craft Points" value="0" />
<input type="number" name="attr_craft_max" class="sheet-iptnumrondbott sheet-max" data-i18n-title="craft-points-max" title="Maximum Craft Points" value="0" />
</div>
<!-- ========= ARMOUR & EQUIPMENT ========= -->
<div class="sheet-absinp" style="left: 570px;top:344px;text-align: center;width:390px;">
<button type="roll" class="sheet-butd6smallwhite" name="RollArmour" data-i18n-title="roll-armour" title="Roll Armour" value="&{template:tmplt} {{character=@{character_name}}} {{title=^{armour}}} {{subtitle=^{damage-reduction}}} {{roll=[[{0d0+@{armourroll}[Armour]+@{armourhelmet}[Helmet],0d0}kh1+(?{Modifier|0})[Modifier]]]}}"></button>
<button type="roll" class="sheet-butd6smallwhite" name="RollArmour" data-i18n-title="roll-armour" title="Roll Armour" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{armour}}} {{subtitle=^{damage-reduction}}} {{roll=[[{0d0+@{armourroll}[Armour]+@{armourhelmet}[Helmet],0d0}kh1+(?{Modifier|0})[Modifier]]]}}"></button>
<span class="sheet-libWhite2" data-i18n="armour-and-equipment">Armour & Equipment</span>
</div>
<!-- ARMOUR -->
<div class="sheet-absinp" style="left: 570px;top:370px;text-align: center;width:100px;height:44px;">
<span class="sheet-libBlack3" data-i18n="armour">Armour</span>
<SELECT name="attr_armour" style="width: 95px;vertical-align:bottom;">
<OPTION value="none" data-i18n="none">None</OPTION>
<OPTION value="none" data-i18n="none" selected>None</OPTION>
<OPTION value="light" data-i18n="light">Light</OPTION>
<OPTION value="lightmasterwork" data-i18n="light-masterwork">Light Masterwork</OPTION>
<OPTION value="lightuncommon" data-i18n="light-uncommon">Light Uncommon</OPTION>
<OPTION value="lightlegendary" data-i18n="light-legendary">Light Legendary</OPTION>
<OPTION value="medium" data-i18n="medium">Medium</OPTION>
<OPTION value="mediummasterwork" data-i18n="medium-masterwork">Medium Masterwork</OPTION>
<OPTION value="mediumuncommon" data-i18n="medium-uncommon">Medium Uncommon</OPTION>
<OPTION value="mediumlegendary" data-i18n="medium-legendary">Medium Legendary</OPTION>
<OPTION value="heavy" data-i18n="heavy">Heavy</OPTION>
<OPTION value="heavymasterwork" data-i18n="heavy-masterwork">Heavy Masterwork</OPTION>
<OPTION value="heavyuncommon" data-i18n="heavy-uncommon">Heavy Uncommon</OPTION>
<OPTION value="heavylegendary" data-i18n="heavy-legendary">Heavy Legendary</OPTION>
</SELECT>
</div>
<div class="sheet-absinp" style="left: 670px;top:370px;text-align: center;width:80px;height:44px;">
@@ -360,7 +466,7 @@
</div>
<div class="sheet-absinp" style="left: 750px;top:370px;text-align: center;width:50px;height:44px;">
<span class="sheet-libBlack3" data-i18n="roll">Roll</span>
<input type="text" name="attr_armourroll" value="0" style="width:45px;text-align:center;" data-i18n-title="armour-roll" title="Armour roll" />
<input type="text" name="attr_armourroll" value="0" style="width:50px;text-align:center;" data-i18n-title="armour-roll" title="Armour roll" />
</div>
<div class="sheet-absinp" style="left: 800px;top:370px;text-align: center;width:50px;height:44px;">
<span class="sheet-libBlack3" data-i18n="ag-pen">Ag.Pen.</span>
@@ -375,38 +481,152 @@
<input type="number" name="attr_armourinit" value="0" style="width:45px;text-align:center;" data-i18n-title="initiative-penalty" title="Initiative Penalty" />
</div>
<!-- EQUIPMENT -->
<div class="sheet-absinp" style="left: 568px;top:415px;text-align: center;width:399px;height:140px;border-top: 2px solid #8D8D8D;">
<div class="sheet-absinp" style="left: 568px;top:415px;text-align: center;width:399px;height:140px;border-top: 2px solid #727272;">
<textarea name="attr_equipment" style="width:100%;height:100%;" data-i18n-placeholder="equipment" placeholder="Equipment" ></textarea>
</div>
<!-- ========= BOONS & FLAWS ========= -->
<div class="sheet-absinp" style="left: 175px;top:562px;text-align: center;width:390px;">
<span class="sheet-libWhite2" data-i18n="boons">Boons</span>
</div>
<div class="sheet-absinp" style="left:172px;top:584px;">
<div class="sheet-absinp" style="left:172px;top:586px;">
<textarea name="attr_boons" style="width:393px;height:90px;" data-i18n-placeholder="boons" placeholder="Boons"></textarea>
</div>
<div class="sheet-absinp" style="left: 570px;top:562px;text-align: center;width:390px;">
<span class="sheet-libWhite2" data-i18n="flaws">Flaws</span>
</div>
<div class="sheet-absinp" style="left:568px;top:584px;">
<div class="sheet-absinp" style="left:568px;top:586px;">
<textarea name="attr_flaws" style="width:396px;height:90px;" data-i18n-placeholder="flaws" placeholder="Flaws"></textarea>
</div>
</div>
<!-- ========= Hidden texts for translations ========= -->
<div style="display: none">
<span data-i18n="bonus">Bonus</span>
<span data-i18n="boon">Boon</span>
<span data-i18n="flaw">Flaw</span>
<span data-i18n="with-bonus-die">with Bonus Die</span>
<span data-i18n="with-penalty-die">with Penalty Die</span>
<span data-i18n="damage-reduction">Damage Reduction</span>
<span data-i18n="priority">Priority</span>
<span data-i18n="target-defence">Target’s defence</span>
<span data-i18n="ranged-attack">Ranged Attack</span>
<span data-i18n="melee-attack">Melee Attack</span>
</div>
<!-- ========= NOTES ========= -->
<div class="sheet-absinp sheet-blacktitle" style="left:20px;top: 690px; width: 946px;height: 25px;padding-top: 4px;">
<span class="sheet-libWhite2" data-i18n="notes">Notes</span>
</div>
<div class="sheet-absinp" style="left:20px;top: 715px; width: 946px; border-width: 0px 2px 2px 2px;border-color: #727272; border-style: solid;">
<textarea name="attr_notes" style="width:100%;height:100px;" data-i18n-placeholder="notes" placeholder="Notes"></textarea>
</div>
<!-- ========= Roll Template ========= -->
</div>
<!-- ========= END PC AND NPC CHARACTER SHEET ========= -->
<!-- ========= BEAST SHEET ========= -->
<div class="sheet-beast">
<div class="sheet-3colrow">
<div class="sheet-col">
<div class="sheet-row sheet-blackborder"> <!-- ATTRIBUTES -->
<div class="sheet-row sheet-blacktitle" ><span class="sheet-libWhite2" data-i18n="attributes">Attributes</span></div>
<div class="sheet-row">
<span class="sheet-libBlack3b" data-i18n="strength">Strength</span>
<input type="number" name="attr_strength" value="0" />
<button type="roll" class="sheet-butd6small" name="RollStrength" data-i18n-title="strength-roll" title="Strength roll" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{strength}}} {{subtitle=-}} {{task=1}} {{roll=[[2d6+(@{strength})[Strength]]]}}" ></button>
<button type="roll" class="sheet-butd6smallgreen" name="RollStrengthBonus" data-i18n-title="strength-roll-bonus-die" title="Strength roll with a Bonus die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{strength}}} {{task=1}} {{subtitle=^{with-bonus-die}}} {{roll=[[3d6kh2+(@{strength})[Strength]]]}}" ></button>
<button type="roll" class="sheet-butd6smallred" name="RollStrengthPenalty" data-i18n-title="strength-roll-penalty-die" title="Strength roll with a Penalty die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{strength}}} {{task=1}} {{subtitle=^{with-penalty-die}}} {{roll=[[3d6kl2+(@{strength})[Strength]]]}}" ></button>
</div>
<div class="sheet-row">
<span class="sheet-libBlack3b" data-i18n="agility">Agility</span>
<input type="number" name="attr_agility" value="0" />
<button type="roll" class="sheet-butd6small" name="RollAgility" data-i18n-title="agility-roll" title="Agility roll" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{agility}}} {{subtitle=-}} {{task=1}} {{roll=[[2d6+(@{agility})[Agility]]]}}" ></button>
<button type="roll" class="sheet-butd6smallgreen" name="RollAgilityBonus" data-i18n-title="agility-roll-bonus-die" title="Agility roll with a Bonus die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{agility}}} {{task=1}} {{subtitle=^{with-bonus-die}}} {{roll=[[3d6kh2+(@{agility})[Agility]]]}}" ></button>
<button type="roll" class="sheet-butd6smallred" name="RollAgilityPenalty" data-i18n-title="agility-roll-penalty-die" title="Agility roll with a Penalty die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{agility}}} {{task=1}} {{subtitle=^{with-penalty-die}}} {{roll=[[3d6kl2+(@{agility})[Agility]]]}}" ></button>
</div>
<div class="sheet-row">
<span class="sheet-libBlack3b" data-i18n="mind">Mind</span>
<input type="number" name="attr_mind" value="0" />
<button type="roll" class="sheet-butd6small" name="RollMind" data-i18n-title="mind-roll" title="Mind roll" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{mind}}} {{subtitle=-}} {{task=1}} {{roll=[[2d6+(@{mind})[Mind]]]}}" ></button>
<button type="roll" class="sheet-butd6smallgreen" name="RollMindBonus" data-i18n-title="mind-roll-bonus-die" title="Mind roll with a Bonus die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{mind}}} {{task=1}} {{subtitle=^{with-bonus-die}}} {{roll=[[3d6kh2+(@{mind})[Mind]]]}}" ></button>
<button type="roll" class="sheet-butd6smallred" name="RollMindPenalty" data-i18n-title="mind-roll-penalty-die" title="Mind roll with a Penalty die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{mind}}} {{task=1}} {{subtitle=^{with-penalty-die}}} {{roll=[[3d6kl2+(@{mind})[Mind]]]}}" ></button>
</div>
<div class="sheet-row">
<span class="sheet-libBlack3b" data-i18n="lifeblood">Lifeblood</span>
<input type="number" name="attr_lifeblood" data-i18n-title="lifeblood-points-current" title="Current Lifeblood Points" value="0" />
<span class="sheet-libBlack2">/</span>
<input type="number" name="attr_lifeblood_max" data-i18n-title="lifeblood-points-max" title="Maximum Lifeblood Points" value="0" />
</div>
</div> <!-- END ATTRIBUTES -->
<div class="sheet-row"> <!-- NAME -->
<span class="sheet-libBlack1" style="width: 100px;" data-i18n="beast">Beast</span>
<input type="text" style="width: 265px;" name="attr_character_name" class="sheet-iptbig1" />
</div> <!-- END NAME -->
</div>
<div class="sheet-col">
<div class="sheet-row sheet-blackborder"> <!-- Combat Abilities -->
<div class="sheet-row sheet-blacktitle" ><span class="sheet-libWhite2" style data-i18n="combat-abilities">Combat Abilities</span></div>
<div class="sheet-row">
<span class="sheet-libBlack3b" data-i18n="attack">Attack</span>
<input type="number" name="attr_beastattack" value="0" />
<button type="roll" class="sheet-butd6small" name="RollAttack" data-i18n-title="attack-roll" title="Attack roll" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{attack}}} {{subtitle=-}} {{task=1}} {{roll=[[2d6+(@{beastattack})-(?{Target’s defence|0})[Target’s defence]]]}}" ></button>
<button type="roll" class="sheet-butd6smallgreen" name="RollAttackBonus" data-i18n-title="attack-roll-bonus-die" title="Attack roll with a Bonus die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{attack}}} {{task=1}} {{subtitle=^{with-bonus-die}}} {{roll=[[3d6kh2+(@{beastattack})-(?{Target’s defence|0})[Target’s defence]]]}}" ></button>
<button type="roll" class="sheet-butd6smallred" name="RollAttackPenalty" data-i18n-title="attack-roll-penalty-die" title="Attack roll with a Penalty die" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{attack}}} {{task=1}} {{subtitle=^{with-penalty-die}}} {{roll=[[3d6kl2+(@{beastattack})-(?{Target’s defence|0})[Target’s defence]]]}}" ></button>
</div>
<div class="sheet-row">
<span class="sheet-libBlack3b" data-i18n="damage">Damage</span>
<SELECT name="attr_beastdamagedice" style="width:60px;" data-i18n-title="damage-dice" title="Damage dice">
<OPTION value="1d3" data-i18n="d3">d3</OPTION>
<OPTION value="2d6kl1" data-i18n="d6l">d6L</OPTION>
<OPTION value="1d6" data-i18n="d6" selected>d6</OPTION>
<OPTION value="2d6kh1" data-i18n="d6h">d6H</OPTION>
<OPTION value="3d6kh1" data-i18n="d6hb">d6H Bonus Die</OPTION>
</SELECT>
x
<input type="number" name="attr_beastdamagefactor" value="1" style="width: 35px" />
<button type="roll" class="sheet-butd6small" name="RollDamage" data-i18n-title="roll-damage" title="Roll Damage" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{damage}}} {{subtitle=-}} {{roll=[[@{beastdamagedice}*@{beastdamagefactor}]]}}"></button>
</div>
<div class="sheet-row">
<span class="sheet-libBlack3b" data-i18n="defence">Defence</span>
<input type="number" name="attr_defense" value="0" />
</div>
<div class="sheet-row">
<span class="sheet-libBlack3b" data-i18n="protection">Protection</span>
<input type="text" name="attr_beastprotection" style="width: 110px;" placeholder="ex : 1d6-3" />
<button type="roll" class="sheet-butd6small" name="RollProtection" data-i18n-title="roll-protection" title="Roll Protection" value="@{sheettype} &{template:tmplt} {{character=@{character_name}}} {{title=^{protection}}} {{subtitle=^{damage-reduction}}} {{roll=[[{0d0+@{beastprotection}[Protection],0d0}kh1]]}}"></button>
</div>
</div> <!-- END Combat Abilities -->
<div class="sheet-row"> <!-- SIZE -->
<span class="sheet-libBlack3b" data-i18n="creature-size">Creature Size</span>
<SELECT name="attr_size" style="width: 140px;" data-i18n-title="creature-size" title="Creature Size">
<OPTION value="tiny" data-i18n="tiny">Tiny</OPTION>
<OPTION value="very-small" data-i18n="very-small">Very small</OPTION>
<OPTION value="small" data-i18n="small">Small</OPTION>
<OPTION value="medium" data-i18n="medium" selected>Medium</OPTION>
<OPTION value="large" data-i18n="large">Large</OPTION>
<OPTION value="very-large" data-i18n="very-large">Very large</OPTION>
<OPTION value="huge" data-i18n="huge">Huge</OPTION>
<OPTION value="massive" data-i18n="massive">Massive</OPTION>
<OPTION value="enormous" data-i18n="enormous">Enormous</OPTION>
<OPTION value="gigantic" data-i18n="gigantic">Gigantic</OPTION>
<OPTION value="immense" data-i18n="immense">Immense</OPTION>
<OPTION value="colossal" data-i18n="colossal">Colossal</OPTION>
</SELECT>
</div> <!-- END SIZE -->
<div class="sheet-row"> <!-- ENVIRONMENT -->
<span class="sheet-libBlack3b" data-i18n="normally-found">Normally Found</span>
<input type="text" name="attr_found" style="width: 265px;" data-i18n-placeholder="normally-found" placeholder="Normally Found" />
</div> <!-- END ENVIRONMENT -->
</div>
<div class="sheet-col sheet-blackborder"> <!-- TRAITS -->
<div class="sheet-row sheet-blacktitle" ><span class="sheet-libWhite2" data-i18n="traits">Traits</span></div>
<div class="sheet-row">
<textarea name="attr_beasttraits" data-i18n-placeholder="traits" placeholder="Traits"></textarea>
</div>
</div> <!-- END TRAITS -->
</div>
<div class="sheet-2colrow">
<div class="sheet-col sheet-blackborder">
<div class="sheet-row sheet-blacktitle" ><span class="sheet-libWhite2" data-i18n="special-attack">Special Attack</span></div>
<div class="sheet-row">
<textarea name="attr_beastspecial" style="height: 230px;" data-i18n-placeholder="special-attack" placeholder="Special Attack"></textarea>
</div>
</div>
<div class="sheet-col sheet-blackborder">
<div class="sheet-row sheet-blacktitle" ><span class="sheet-libWhite2" data-i18n="notes">Notes</span></div>
<div class="sheet-row">
<textarea name="attr_notes" style="height: 230px;" data-i18n-placeholder="notes" placeholder="Notes"></textarea>
</div>
</div>
</div>
</div>
<!-- ========= END BEAST SHEET ========= -->
<!-- ========= ROLL TEMPLATE ========= -->
<rolltemplate class="sheet-rolltemplate-tmplt">
<div class="sheet-tplmain">
<div class="sheet-head">
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+1 -1
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@@ -4,5 +4,5 @@
"authors": "Natha",
"roll20userid": "75857",
"preview": "bolm.jpg",
"instructions": "Character sheet for Barbarians of Lemuria - Mythic Edition, in [english](http://barbariansoflemuria.webs.com/) and [french](http://www.ludospherik.fr/content/14-barbarians-of-lemuria). [Readme](https://github.com/NathaTerrien/roll20-wip/blob/master/Barbarians%20Of%20Lemuria%20-%20Mythic/ReadMe.md). v1.1 (2016-12-20)"
"instructions": "Character sheet for Barbarians of Lemuria - Mythic Edition, in [english](http://barbariansoflemuria.webs.com/), [french](http://www.ludospherik.fr/content/14-barbarians-of-lemuria) and german. [Readme](https://github.com/Roll20/roll20-character-sheets/blob/master/Barbarians%20Of%20Lemuria%20-%20Mythic/ReadMe.md). v1.3 (2017-01-13)"
}
+50 -11
View File
@@ -5,6 +5,8 @@
"4th": "4th",
"5th": "5th",
"advance": "Advance",
"advance-current": "Current Advance",
"advance-max": "Total gained Advance",
"ag-pen": "Ag.Pen.",
"agility": "Agility",
"agility-penalty": "Agility Penalty",
@@ -21,25 +23,34 @@
"armour": "Armour",
"armour-and-equipment": "Armour &amp; Equipment",
"armour-roll": "Armour roll",
"attack": "Attack",
"attack-roll": "Attack roll",
"attack-roll-bonus-die": "Attack roll with a Bonus die",
"attack-roll-penalty-die": "Attack roll with a Penalty die",
"attributes": "Attributes",
"beast": "Beast",
"beast-character": "Beast (NPC)",
"bonus": "Bonus",
"boon": "Boon",
"boons": "Boons",
"career-rank": "Career rank",
"careers": "Careers",
"colossal": "Colossal",
"combat-abilities": "Combat Abilities",
"d3-half": "d3+Half-Strengh",
"d3-strength": "d3+Strengh",
"d6-half": "d6+Half-Strengh",
"d6-strength": "d6+Strengh",
"d6h-half": "d6H+Half-Strengh",
"d6h-strength": "d6H+Strengh",
"d6l-half": "d6L+Half-Strengh",
"d6l-strength": "d6L+Strengh",
"craft": "Craft",
"craft-points-current": "Current Craft Points",
"craft-points-max": "Maximum Craft Points",
"creature-size": "Creature Size",
"d3": "d3",
"d6": "d6",
"d6h": "d6H",
"d6hb": "d6H Bonus Die",
"d6l": "d6L",
"damage": "Damage",
"damage-dice": "Damage dice",
"damage-reduction": "Damage Reduction",
"defense": "Defense",
"dmg": "Dmg",
"defence": "Defence",
"enormous": "Enormous",
"equipment": "Equipment",
"failure": "Failure",
"fate": "Fate",
@@ -47,12 +58,18 @@
"fate-points-max": "Maximum Fate Points",
"flaw": "Flaw",
"flaws": "Flaws",
"gigantic": "Gigantic",
"heavy": "Heavy",
"heavy-legendary": "Heavy Legendary",
"heavy-masterwork": "Heavy Masterwork",
"heavy-uncommon": "Heavy Uncommon",
"helmet": "Helmet",
"helmet-worn": "Helmet worn",
"hero": "Hero",
"hero-points-current": "Current Hero Points",
"hero-points-max": "Maximum Hero Points",
"huge": "Huge",
"immense": "Immense",
"init-pen": "Init.Pen.",
"initiative": "Initiative",
"initiative-penalty": "Initiative Penalty",
@@ -62,7 +79,15 @@
"lifeblood-points-current": "Current Lifeblood Points",
"lifeblood-points-max": "Maximum Lifeblood Points",
"light": "Light",
"light-legendary": "Light Legendary",
"light-masterwork": "Light Masterwork",
"light-uncommon": "Light Uncommon",
"massive": "Massive",
"masterwork": "Masterwork",
"medium": "Medium",
"medium-legendary": "Medium Legendary",
"medium-masterwork": "Medium Masterwork",
"medium-uncommon": "Medium Uncommon",
"melee": "Melee",
"melee-attack": "Melee Attack",
"melee-roll": "Melee attack roll",
@@ -72,14 +97,19 @@
"mind-roll": "Mind roll",
"mind-roll-bonus-die": "Mind roll with a Bonus die",
"mind-roll-penalty-die": "Mind roll with a Penalty die",
"misc": "Misc.",
"name": "Name",
"non-player-character": "Non-player Character (NPC)",
"none": "None",
"normally-found": "Normally Found",
"notes": "Notes",
"origin": "Origin",
"player-character": "Player Character (PC)",
"priority": "Priority",
"priority-roll": "Priority roll",
"priority-roll-bonus-die": "Priority roll with a Bonus die",
"priority-roll-penalty-die": "Priority roll with a Penalty die",
"protection": "Protection",
"range-roll": "Ranged attack roll",
"range-roll-bonus-die": "Ranged attack roll with a Bonus die",
"range-roll-penalty-die": "Ranged attack roll with a Penalty die",
@@ -88,15 +118,24 @@
"roll": "Roll",
"roll-armour": "Roll Armour",
"roll-damage": "Roll Damage",
"roll-protection": "Roll Protection",
"shield": "Shield",
"small": "Small",
"special-attack": "Special Attack",
"strength": "Strength",
"strength-roll": "Strength roll",
"strength-roll-bonus-die": "Strength roll with a Bonus die",
"strength-roll-penalty-die": "Strength roll with a Penalty die",
"strengthhalf": "Half-Strength",
"success": "Success!",
"target-defence": "Target's defence",
"target-defence": "Target’s defence",
"tiny": "Tiny",
"traits": "Traits",
"very-large": "Very large",
"very-small": "Very small",
"weapon": "Weapon",
"weapon-attribute": "Damage Attribute",
"weapon-masterwork": "Masterwork weapons reroll any result of 1 when rolling damage.",
"weapons": "Weapons",
"with-bonus-die": "with Bonus Die",
"with-penalty-die": "with Penalty Die"
@@ -5,6 +5,8 @@
"4th":"4th",
"5th":"5th",
"advance":"Advance",
"advance-current":"Current Advance",
"advance-max":"Total gained Advance",
"ag-pen":"Ag.Pen.",
"agility":"Agility",
"agility-penalty":"Agility Penalty",
@@ -21,25 +23,34 @@
"armour":"Armour",
"armour-and-equipment":"Armour &amp; Equipment",
"armour-roll":"Armour roll",
"attack":"Attack",
"attack-roll":"Attack roll",
"attack-roll-bonus-die":"Attack roll with a Bonus die",
"attack-roll-penalty-die":"Attack roll with a Penalty die",
"attributes":"Attributes",
"beast":"Beast",
"beast-character":"Beast (NPC)",
"bonus":"Bonus",
"boon":"Boon",
"boons":"Boons",
"career-rank":"Career rank",
"careers":"Careers",
"colossal":"Colossal",
"combat-abilities":"Combat Abilities",
"d3-half":"d3+Half-Strengh",
"d3-strength":"d3+Strengh",
"d6-half":"d6+Half-Strengh",
"d6-strength":"d6+Strengh",
"d6h-half":"d6H+Half-Strengh",
"d6h-strength":"d6H+Strengh",
"d6l-half":"d6L+Half-Strengh",
"d6l-strength":"d6L+Strengh",
"craft":"Craft",
"craft-points-current":"Current Craft Points",
"craft-points-max":"Maximum Craft Points",
"creature-size":"Creature Size",
"d3":"d3",
"d6":"d6",
"d6h":"d6H",
"d6hb":"d6H Bonus Die",
"d6l":"d6L",
"damage":"Damage",
"damage-dice":"Damage dice",
"damage-reduction":"Damage Reduction",
"defense":"Defense",
"dmg":"Dmg",
"defence":"Defence",
"enormous":"Enormous",
"equipment":"Equipment",
"failure":"Failure",
"fate":"Fate",
@@ -47,12 +58,18 @@
"fate-points-max":"Maximum Fate Points",
"flaw":"Flaw",
"flaws":"Flaws",
"gigantic":"Gigantic",
"heavy":"Heavy",
"heavy-legendary":"Heavy Legendary",
"heavy-masterwork":"Heavy Masterwork",
"heavy-uncommon":"Heavy Uncommon",
"helmet":"Helmet",
"helmet-worn":"Helmet worn",
"hero":"Hero",
"hero-points-current":"Current Hero Points",
"hero-points-max":"Maximum Hero Points",
"huge":"Huge",
"immense":"Immense",
"init-pen":"Init.Pen.",
"initiative":"Initiative",
"initiative-penalty":"Initiative Penalty",
@@ -62,7 +79,15 @@
"lifeblood-points-current":"Current Lifeblood Points",
"lifeblood-points-max":"Maximum Lifeblood Points",
"light":"Light",
"light-legendary":"Light Legendary",
"light-masterwork":"Light Masterwork",
"light-uncommon":"Light Uncommon",
"massive":"Massive",
"masterwork":"Masterwork",
"medium":"Medium",
"medium-legendary":"Medium Legendary",
"medium-masterwork":"Medium Masterwork",
"medium-uncommon":"Medium Uncommon",
"melee":"Melee",
"melee-attack":"Melee Attack",
"melee-roll":"Melee attack roll",
@@ -72,14 +97,19 @@
"mind-roll":"Mind roll",
"mind-roll-bonus-die":"Mind roll with a Bonus die",
"mind-roll-penalty-die":"Mind roll with a Penalty die",
"misc":"Misc.",
"name":"Name",
"non-player-character":"Non-player Character (NPC)",
"none":"None",
"normally-found":"Normally Found",
"notes":"Notes",
"origin":"Origin",
"player-character":"Player Character (PC)",
"priority":"Priority",
"priority-roll":"Priority roll",
"priority-roll-bonus-die":"Priority roll with a Bonus die",
"priority-roll-penalty-die":"Priority roll with a Penalty die",
"protection":"Protection",
"range-roll":"Ranged attack roll",
"range-roll-bonus-die":"Ranged attack roll with a Bonus die",
"range-roll-penalty-die":"Ranged attack roll with a Penalty die",
@@ -88,15 +118,24 @@
"roll":"Roll",
"roll-armour":"Roll Armour",
"roll-damage":"Roll Damage",
"roll-protection":"Roll Protection",
"shield":"Shield",
"small":"Small",
"special-attack":"Special Attack",
"strength":"Strength",
"strength-roll":"Strength roll",
"strength-roll-bonus-die":"Strength roll with a Bonus die",
"strength-roll-penalty-die":"Strength roll with a Penalty die",
"strengthhalf":"Half-Strength",
"success":"Success!",
"target-defence":"Target's defence",
"tiny":"Tiny",
"traits":"Traits",
"very-large":"Very large",
"very-small":"Very small",
"weapon":"Weapon",
"weapon-attribute":"Damage Attribute",
"weapon-masterwork":"Masterwork weapons reroll any result of 1 when rolling damage.",
"weapons":"Weapons",
"with-bonus-die":"with Bonus Die",
"with-penalty-die":"with Penalty Die"
@@ -5,6 +5,8 @@
"4th":"4th",
"5th":"5th",
"advance":"Advance",
"advance-current":"Current Advance",
"advance-max":"Total gained Advance",
"ag-pen":"Ag.Pen.",
"agility":"Agility",
"agility-penalty":"Agility Penalty",
@@ -21,25 +23,34 @@
"armour":"Armour",
"armour-and-equipment":"Armour &amp; Equipment",
"armour-roll":"Armour roll",
"attack":"Attack",
"attack-roll":"Attack roll",
"attack-roll-bonus-die":"Attack roll with a Bonus die",
"attack-roll-penalty-die":"Attack roll with a Penalty die",
"attributes":"Attributes",
"beast":"Beast",
"beast-character":"Beast (NPC)",
"bonus":"Bonus",
"boon":"Boon",
"boons":"Boons",
"career-rank":"Career rank",
"careers":"Careers",
"colossal":"Colossal",
"combat-abilities":"Combat Abilities",
"d3-half":"d3+Half-Strengh",
"d3-strength":"d3+Strengh",
"d6-half":"d6+Half-Strengh",
"d6-strength":"d6+Strengh",
"d6h-half":"d6H+Half-Strengh",
"d6h-strength":"d6H+Strengh",
"d6l-half":"d6L+Half-Strengh",
"d6l-strength":"d6L+Strengh",
"craft":"Craft",
"craft-points-current":"Current Craft Points",
"craft-points-max":"Maximum Craft Points",
"creature-size":"Creature Size",
"d3":"d3",
"d6":"d6",
"d6h":"d6H",
"d6hb":"d6H Bonus Die",
"d6l":"d6L",
"damage":"Damage",
"damage-dice":"Damage dice",
"damage-reduction":"Damage Reduction",
"defense":"Defense",
"dmg":"Dmg",
"defence":"Defence",
"enormous":"Enormous",
"equipment":"Equipment",
"failure":"Failure",
"fate":"Fate",
@@ -47,12 +58,18 @@
"fate-points-max":"Maximum Fate Points",
"flaw":"Flaw",
"flaws":"Flaws",
"gigantic":"Gigantic",
"heavy":"Heavy",
"heavy-legendary":"Heavy Legendary",
"heavy-masterwork":"Heavy Masterwork",
"heavy-uncommon":"Heavy Uncommon",
"helmet":"Helmet",
"helmet-worn":"Helmet worn",
"hero":"Hero",
"hero-points-current":"Current Hero Points",
"hero-points-max":"Maximum Hero Points",
"huge":"Huge",
"immense":"Immense",
"init-pen":"Init.Pen.",
"initiative":"Initiative",
"initiative-penalty":"Initiative Penalty",
@@ -62,7 +79,15 @@
"lifeblood-points-current":"Current Lifeblood Points",
"lifeblood-points-max":"Maximum Lifeblood Points",
"light":"Light",
"light-legendary":"Light Legendary",
"light-masterwork":"Light Masterwork",
"light-uncommon":"Light Uncommon",
"massive":"Massive",
"masterwork":"Masterwork",
"medium":"Medium",
"medium-legendary":"Medium Legendary",
"medium-masterwork":"Medium Masterwork",
"medium-uncommon":"Medium Uncommon",
"melee":"Melee",
"melee-attack":"Melee Attack",
"melee-roll":"Melee attack roll",
@@ -72,14 +97,19 @@
"mind-roll":"Mind roll",
"mind-roll-bonus-die":"Mind roll with a Bonus die",
"mind-roll-penalty-die":"Mind roll with a Penalty die",
"misc":"Misc.",
"name":"Name",
"non-player-character":"Non-player Character (NPC)",
"none":"None",
"normally-found":"Normally Found",
"notes":"Notes",
"origin":"Origin",
"player-character":"Player Character (PC)",
"priority":"Priority",
"priority-roll":"Priority roll",
"priority-roll-bonus-die":"Priority roll with a Bonus die",
"priority-roll-penalty-die":"Priority roll with a Penalty die",
"protection":"Protection",
"range-roll":"Ranged attack roll",
"range-roll-bonus-die":"Ranged attack roll with a Bonus die",
"range-roll-penalty-die":"Ranged attack roll with a Penalty die",
@@ -88,15 +118,24 @@
"roll":"Roll",
"roll-armour":"Roll Armour",
"roll-damage":"Roll Damage",
"roll-protection":"Roll Protection",
"shield":"Shield",
"small":"Small",
"special-attack":"Special Attack",
"strength":"Strength",
"strength-roll":"Strength roll",
"strength-roll-bonus-die":"Strength roll with a Bonus die",
"strength-roll-penalty-die":"Strength roll with a Penalty die",
"strengthhalf":"Half-Strength",
"success":"Success!",
"target-defence":"Target's defence",
"tiny":"Tiny",
"traits":"Traits",
"very-large":"Very large",
"very-small":"Very small",
"weapon":"Weapon",
"weapon-attribute":"Damage Attribute",
"weapon-masterwork":"Masterwork weapons reroll any result of 1 when rolling damage.",
"weapons":"Weapons",
"with-bonus-die":"with Bonus Die",
"with-penalty-die":"with Penalty Die"
@@ -1,103 +1,142 @@
{
"1st":"1st",
"2nd":"2nd",
"3rd":"3rd",
"4th":"4th",
"5th":"5th",
"advance":"Advance",
"ag-pen":"Ag.Pen.",
"agility":"Agility",
"agility-penalty":"Agility Penalty",
"agility-roll":"Agility roll",
"agility-roll-bonus-die":"Agility roll with a Bonus die",
"agility-roll-penalty-die":"Agility roll with a Penalty die",
"appeal":"Appeal",
"appeal-roll":"Appeal roll",
"appeal-roll-bonus-die":"Appeal roll with a Bonus die",
"appeal-roll-penalty-die":"Appeal roll with a Penalty die",
"arcane":"Arcane",
"arcane-points-current":"Current Arcane Points",
"arcane-points-max":"Maximum Arcane Points",
"armour":"Armour",
"armour-and-equipment":"Armour &amp; Equipment",
"armour-roll":"Armour roll",
"attributes":"Attributes",
"1st":"1.",
"2nd":"2.",
"3rd":"3.",
"4th":"4.",
"5th":"5.",
"advance":"Erfahrungspunkte",
"advance-current":"Übrige Erfahrungspunkte",
"advance-max":"Erfahrungspunkte insgesamt",
"ag-pen":"GE-",
"agility":"Geschick",
"agility-penalty":"Geschick Malus",
"agility-roll":"Geschick Wurf",
"agility-roll-bonus-die":"Geschick Wurf mit Vorteilswürfel",
"agility-roll-penalty-die":"Geschick Wurf mit Nachteilswürfel",
"appeal":"Auftreten",
"appeal-roll":"Auftreten Wurf",
"appeal-roll-bonus-die":"Auftreten Wurf mit Vorteilswürfel",
"appeal-roll-penalty-die":"Auftreten Wurf mit Nachteilswürfel",
"arcane":"AM",
"arcane-points-current":"Aktuelle Arkane Macht",
"arcane-points-max":"Maximale Arkane Macht",
"armour":"Rüstung",
"armour-and-equipment":"Rüstung &amp; Aurüstung",
"armour-roll":"Schutz Wurf",
"attack":"Angriff",
"attack-roll":"Angriffswurf",
"attack-roll-bonus-die":"Angriffswurf mit Vorteilswürfel",
"attack-roll-penalty-die":"Angriffswurf mit Nachteilswürfel",
"attributes":"Attribute",
"beast":"Kreatur",
"beast-character":"Kreatur (NSC)",
"bonus":"Bonus",
"boon":"Boon",
"boons":"Boons",
"career-rank":"Career rank",
"careers":"Careers",
"combat-abilities":"Combat Abilities",
"d3-half":"d3+Half-Strengh",
"d3-strength":"d3+Strengh",
"d6-half":"d6+Half-Strengh",
"d6-strength":"d6+Strengh",
"d6h-half":"d6H+Half-Strengh",
"d6h-strength":"d6H+Strengh",
"d6l-half":"d6L+Half-Strengh",
"d6l-strength":"d6L+Strengh",
"damage":"Damage",
"damage-reduction":"Damage Reduction",
"defense":"Defense",
"dmg":"Dmg",
"equipment":"Equipment",
"failure":"Failure",
"fate":"Fate",
"fate-points-current":"Current Fate Points",
"fate-points-max":"Maximum Fate Points",
"flaw":"Flaw",
"flaws":"Flaws",
"heavy":"Heavy",
"helmet":"Helmet",
"helmet-worn":"Helmet worn",
"hero":"Hero",
"hero-points-current":"Current Hero Points",
"hero-points-max":"Maximum Hero Points",
"init-pen":"Init.Pen.",
"boon":"Gabe",
"boons":"Gaben",
"career-rank":"Rang der Laufbahn",
"careers":"Laufbahnen",
"colossal":"Kolossal",
"combat-abilities":"Kamffähigkeiten",
"craft":"Alchemie",
"craft-points-current":"Aktuelle Herstellungspunkte",
"craft-points-max":"Maximale Herstellungspunkte",
"creature-size":"Kreaturengröße",
"d3":"W3",
"d6":"W6",
"d6h":"W6H",
"d6hb":"W6H Vorteilswürfel",
"d6l":"W6N",
"damage":"Schaden",
"damage-dice":"Schadenswürfel",
"damage-reduction":"Schaden Veringerung",
"defence":"Verteidigung",
"enormous":"Enorm",
"equipment":"Ausrüstung",
"failure":"Fehlschlag",
"fate":"SP",
"fate-points-current":"Aktuelle Schicksalspunkte",
"fate-points-max":"Maximale Schicksalspunkte",
"flaw":"Schwäche",
"flaws":"Schwächen",
"gigantic":"Gigantisch",
"heavy":"Schwer",
"heavy-legendary":"Schwer Legendär",
"heavy-masterwork":"Schwer Meisterwerk",
"heavy-uncommon":"Schwer Ungewöhnlich",
"helmet":"Helm",
"helmet-worn":"Helm auf",
"hero":"HP",
"hero-points-current":"Aktuelle Heldenpunkte",
"hero-points-max":"Maximale Heldenpunkte",
"huge":"Riesig",
"immense":"Immens",
"init-pen":"Ini-",
"initiative":"Initiative",
"initiative-penalty":"Initiative Penalty",
"languages":"Languages",
"large":"Large",
"lifeblood":"Lifeblood",
"lifeblood-points-current":"Current Lifeblood Points",
"lifeblood-points-max":"Maximum Lifeblood Points",
"light":"Light",
"medium":"Medium",
"melee":"Melee",
"melee-attack":"Melee Attack",
"melee-roll":"Melee attack roll",
"melee-roll-bonus-die":"Melee attack roll with a Bonus die",
"melee-roll-penalty-die":"Melee attack roll with a Penalty die",
"mind":"Mind",
"mind-roll":"Mind roll",
"mind-roll-bonus-die":"Mind roll with a Bonus die",
"mind-roll-penalty-die":"Mind roll with a Penalty die",
"initiative-penalty":"Initiative Malus",
"languages":"Sprachen",
"large":"Groß",
"lifeblood":"Lebensblut",
"lifeblood-points-current":"Aktuelles Lebensblut",
"lifeblood-points-max":"Maximales Lebensblut",
"light":"Leicht",
"light-legendary":"Leicht Legendär",
"light-masterwork":"Leicht Meisterwerk",
"light-uncommon":"Leicht Ungewöhnlich",
"massive":"Massiv",
"masterwork":"Meisterwerk",
"medium":"Mittel",
"medium-legendary":"Mittel Legendär",
"medium-masterwork":"Mittel Meisterwerk",
"medium-uncommon":"Mittel Ungewöhnlich",
"melee":"Nahkampf",
"melee-attack":"Nahkampfangriff",
"melee-roll":"Nahkampf Wurf",
"melee-roll-bonus-die":"Nahkampf Wurf mit Vorteilswürfel",
"melee-roll-penalty-die":"Nahkampf Wurf mit Nachteilswürfel",
"mind":"Verstand",
"mind-roll":"Verstand Wurf",
"mind-roll-bonus-die":"Verstand Wurf mit Vorteilswürfel",
"mind-roll-penalty-die":"Verstandwurf mit Nachteilswürfel",
"misc":"Sonstiges",
"name":"Name",
"none":"None",
"notes":"Notes",
"origin":"Origin",
"priority":"Priority",
"priority-roll":"Priority roll",
"priority-roll-bonus-die":"Priority roll with a Bonus die",
"priority-roll-penalty-die":"Priority roll with a Penalty die",
"range-roll":"Ranged attack roll",
"range-roll-bonus-die":"Ranged attack roll with a Bonus die",
"range-roll-penalty-die":"Ranged attack roll with a Penalty die",
"ranged":"Ranged",
"ranged-attack":"Ranged Attack",
"roll":"Roll",
"roll-armour":"Roll Armour",
"roll-damage":"Roll Damage",
"shield":"Shield",
"small":"Small",
"strength":"Strength",
"strength-roll":"Strength roll",
"strength-roll-bonus-die":"Strength roll with a Bonus die",
"strength-roll-penalty-die":"Strength roll with a Penalty die",
"success":"Success!",
"target-defence":"Target's defence",
"weapon":"Weapon",
"weapons":"Weapons",
"with-bonus-die":"with Bonus Die",
"with-penalty-die":"with Penalty Die"
"non-player-character":"Nicht-Spieler-Charakter (NSC)",
"none":"Keine",
"normally-found":"Übliche Gegend",
"notes":"Notizen",
"origin":"Herkunft",
"player-character":"Spieler-Charakter (SC)",
"priority":"Initiative",
"priority-roll":"Initiative Wurf",
"priority-roll-bonus-die":"Initiative Wurf mit Vorteilswürfel",
"priority-roll-penalty-die":"Initiative Wurf mit Nachteilswürfel",
"protection":"Schutz",
"range-roll":"Fernkampf Wurf",
"range-roll-bonus-die":"Fernkampf Wurf mit Vorteilswürfel",
"range-roll-penalty-die":"Fernkampf Wurf mit Nachteilswürfel",
"ranged":"Fernkampf",
"ranged-attack":"Fernkampfangriff",
"roll":"Wurf",
"roll-armour":"Rüstungswurf",
"roll-damage":"Schadenswurf",
"roll-protection":"Schutzwurf",
"shield":"Schild",
"small":"Klein",
"special-attack":"Spezialangriff",
"strength":"Stärke",
"strength-roll":"Stärke Wurf",
"strength-roll-bonus-die":"Stärke Wurf mit Vorteilswürfel",
"strength-roll-penalty-die":"Stärke Wurf mit Nachteilswürfel",
"strengthhalf":"Halbe Stärke",
"success":"Erfolg!",
"target-defence":"Verteidung Ziel",
"tiny":"Winzig",
"traits":"Eigenschaften",
"very-large":"Sehr Groß",
"very-small":"Sehr Klein",
"weapon":"Waffe",
"weapon-attribute":"Schadensattribut",
"weapon-masterwork":"Meisterwerk Waffen wiederholen ihren Wurf bei Ergebnissen von 1 beim Schadenswurf.",
"weapons":"Waffen",
"with-bonus-die":"mit Vorteilswürfel",
"with-penalty-die":"mit Nachteilswürfel"
}
@@ -5,6 +5,8 @@
"4th":"4th",
"5th":"5th",
"advance":"Advance",
"advance-current":"Current Advance",
"advance-max":"Total gained Advance",
"ag-pen":"Ag.Pen.",
"agility":"Agility",
"agility-penalty":"Agility Penalty",
@@ -21,25 +23,34 @@
"armour":"Armour",
"armour-and-equipment":"Armour &amp; Equipment",
"armour-roll":"Armour roll",
"attack":"Attack",
"attack-roll":"Attack roll",
"attack-roll-bonus-die":"Attack roll with a Bonus die",
"attack-roll-penalty-die":"Attack roll with a Penalty die",
"attributes":"Attributes",
"beast":"Beast",
"beast-character":"Beast (NPC)",
"bonus":"Bonus",
"boon":"Boon",
"boons":"Boons",
"career-rank":"Career rank",
"careers":"Careers",
"colossal":"Colossal",
"combat-abilities":"Combat Abilities",
"d3-half":"d3+Half-Strengh",
"d3-strength":"d3+Strengh",
"d6-half":"d6+Half-Strengh",
"d6-strength":"d6+Strengh",
"d6h-half":"d6H+Half-Strengh",
"d6h-strength":"d6H+Strengh",
"d6l-half":"d6L+Half-Strengh",
"d6l-strength":"d6L+Strengh",
"craft":"Craft",
"craft-points-current":"Current Craft Points",
"craft-points-max":"Maximum Craft Points",
"creature-size":"Creature Size",
"d3":"d3",
"d6":"d6",
"d6h":"d6H",
"d6hb":"d6H Bonus Die",
"d6l":"d6L",
"damage":"Damage",
"damage-dice":"Damage dice",
"damage-reduction":"Damage Reduction",
"defense":"Defense",
"dmg":"Dmg",
"defence":"Defence",
"enormous":"Enormous",
"equipment":"Equipment",
"failure":"Failure",
"fate":"Fate",
@@ -47,12 +58,18 @@
"fate-points-max":"Maximum Fate Points",
"flaw":"Flaw",
"flaws":"Flaws",
"gigantic":"Gigantic",
"heavy":"Heavy",
"heavy-legendary":"Heavy Legendary",
"heavy-masterwork":"Heavy Masterwork",
"heavy-uncommon":"Heavy Uncommon",
"helmet":"Helmet",
"helmet-worn":"Helmet worn",
"hero":"Hero",
"hero-points-current":"Current Hero Points",
"hero-points-max":"Maximum Hero Points",
"huge":"Huge",
"immense":"Immense",
"init-pen":"Init.Pen.",
"initiative":"Initiative",
"initiative-penalty":"Initiative Penalty",
@@ -62,7 +79,15 @@
"lifeblood-points-current":"Current Lifeblood Points",
"lifeblood-points-max":"Maximum Lifeblood Points",
"light":"Light",
"light-legendary":"Light Legendary",
"light-masterwork":"Light Masterwork",
"light-uncommon":"Light Uncommon",
"massive":"Massive",
"masterwork":"Masterwork",
"medium":"Medium",
"medium-legendary":"Medium Legendary",
"medium-masterwork":"Medium Masterwork",
"medium-uncommon":"Medium Uncommon",
"melee":"Melee",
"melee-attack":"Melee Attack",
"melee-roll":"Melee attack roll",
@@ -72,14 +97,19 @@
"mind-roll":"Mind roll",
"mind-roll-bonus-die":"Mind roll with a Bonus die",
"mind-roll-penalty-die":"Mind roll with a Penalty die",
"misc":"Misc.",
"name":"Name",
"non-player-character":"Non-player Character (NPC)",
"none":"None",
"normally-found":"Normally Found",
"notes":"Notes",
"origin":"Origin",
"player-character":"Player Character (PC)",
"priority":"Priority",
"priority-roll":"Priority roll",
"priority-roll-bonus-die":"Priority roll with a Bonus die",
"priority-roll-penalty-die":"Priority roll with a Penalty die",
"protection":"Protection",
"range-roll":"Ranged attack roll",
"range-roll-bonus-die":"Ranged attack roll with a Bonus die",
"range-roll-penalty-die":"Ranged attack roll with a Penalty die",
@@ -88,15 +118,24 @@
"roll":"Roll",
"roll-armour":"Roll Armour",
"roll-damage":"Roll Damage",
"roll-protection":"Roll Protection",
"shield":"Shield",
"small":"Small",
"special-attack":"Special Attack",
"strength":"Strength",
"strength-roll":"Strength roll",
"strength-roll-bonus-die":"Strength roll with a Bonus die",
"strength-roll-penalty-die":"Strength roll with a Penalty die",
"strengthhalf":"Half-Strength",
"success":"Success!",
"target-defence":"Target's defence",
"tiny":"Tiny",
"traits":"Traits",
"very-large":"Very large",
"very-small":"Very small",
"weapon":"Weapon",
"weapon-attribute":"Damage Attribute",
"weapon-masterwork":"Masterwork weapons reroll any result of 1 when rolling damage.",
"weapons":"Weapons",
"with-bonus-die":"with Bonus Die",
"with-penalty-die":"with Penalty Die"
@@ -5,6 +5,8 @@
"4th":"4th",
"5th":"5th",
"advance":"Advance",
"advance-current":"Current Advance",
"advance-max":"Total gained Advance",
"ag-pen":"Ag.Pen.",
"agility":"Agility",
"agility-penalty":"Agility Penalty",
@@ -21,25 +23,34 @@
"armour":"Armour",
"armour-and-equipment":"Armour &amp; Equipment",
"armour-roll":"Armour roll",
"attack":"Attack",
"attack-roll":"Attack roll",
"attack-roll-bonus-die":"Attack roll with a Bonus die",
"attack-roll-penalty-die":"Attack roll with a Penalty die",
"attributes":"Attributes",
"beast":"Beast",
"beast-character":"Beast (NPC)",
"bonus":"Bonus",
"boon":"Boon",
"boons":"Boons",
"career-rank":"Career rank",
"careers":"Careers",
"colossal":"Colossal",
"combat-abilities":"Combat Abilities",
"d3-half":"d3+Half-Strengh",
"d3-strength":"d3+Strengh",
"d6-half":"d6+Half-Strengh",
"d6-strength":"d6+Strengh",
"d6h-half":"d6H+Half-Strengh",
"d6h-strength":"d6H+Strengh",
"d6l-half":"d6L+Half-Strengh",
"d6l-strength":"d6L+Strengh",
"craft":"Craft",
"craft-points-current":"Current Craft Points",
"craft-points-max":"Maximum Craft Points",
"creature-size":"Creature Size",
"d3":"d3",
"d6":"d6",
"d6h":"d6H",
"d6hb":"d6H Bonus Die",
"d6l":"d6L",
"damage":"Damage",
"damage-dice":"Damage dice",
"damage-reduction":"Damage Reduction",
"defense":"Defense",
"dmg":"Dmg",
"defence":"Defence",
"enormous":"Enormous",
"equipment":"Equipment",
"failure":"Failure",
"fate":"Fate",
@@ -47,12 +58,18 @@
"fate-points-max":"Maximum Fate Points",
"flaw":"Flaw",
"flaws":"Flaws",
"gigantic":"Gigantic",
"heavy":"Heavy",
"heavy-legendary":"Heavy Legendary",
"heavy-masterwork":"Heavy Masterwork",
"heavy-uncommon":"Heavy Uncommon",
"helmet":"Helmet",
"helmet-worn":"Helmet worn",
"hero":"Hero",
"hero-points-current":"Current Hero Points",
"hero-points-max":"Maximum Hero Points",
"huge":"Huge",
"immense":"Immense",
"init-pen":"Init.Pen.",
"initiative":"Initiative",
"initiative-penalty":"Initiative Penalty",
@@ -62,7 +79,15 @@
"lifeblood-points-current":"Current Lifeblood Points",
"lifeblood-points-max":"Maximum Lifeblood Points",
"light":"Light",
"light-legendary":"Light Legendary",
"light-masterwork":"Light Masterwork",
"light-uncommon":"Light Uncommon",
"massive":"Massive",
"masterwork":"Masterwork",
"medium":"Medium",
"medium-legendary":"Medium Legendary",
"medium-masterwork":"Medium Masterwork",
"medium-uncommon":"Medium Uncommon",
"melee":"Melee",
"melee-attack":"Melee Attack",
"melee-roll":"Melee attack roll",
@@ -72,14 +97,19 @@
"mind-roll":"Mind roll",
"mind-roll-bonus-die":"Mind roll with a Bonus die",
"mind-roll-penalty-die":"Mind roll with a Penalty die",
"misc":"Misc.",
"name":"Name",
"non-player-character":"Non-player Character (NPC)",
"none":"None",
"normally-found":"Normally Found",
"notes":"Notes",
"origin":"Origin",
"player-character":"Player Character (PC)",
"priority":"Priority",
"priority-roll":"Priority roll",
"priority-roll-bonus-die":"Priority roll with a Bonus die",
"priority-roll-penalty-die":"Priority roll with a Penalty die",
"protection":"Protection",
"range-roll":"Ranged attack roll",
"range-roll-bonus-die":"Ranged attack roll with a Bonus die",
"range-roll-penalty-die":"Ranged attack roll with a Penalty die",
@@ -88,15 +118,24 @@
"roll":"Roll",
"roll-armour":"Roll Armour",
"roll-damage":"Roll Damage",
"roll-protection":"Roll Protection",
"shield":"Shield",
"small":"Small",
"special-attack":"Special Attack",
"strength":"Strength",
"strength-roll":"Strength roll",
"strength-roll-bonus-die":"Strength roll with a Bonus die",
"strength-roll-penalty-die":"Strength roll with a Penalty die",
"strengthhalf":"Half-Strength",
"success":"Success!",
"target-defence":"Target's defence",
"target-defence":"Target’s defence",
"tiny":"Tiny",
"traits":"Traits",
"very-large":"Very large",
"very-small":"Very small",
"weapon":"Weapon",
"weapon-attribute":"Damage Attribute",
"weapon-masterwork":"Masterwork weapons reroll any result of 1 when rolling damage.",
"weapons":"Weapons",
"with-bonus-die":"with Bonus Die",
"with-penalty-die":"with Penalty Die"
@@ -5,6 +5,8 @@
"4th":"4th",
"5th":"5th",
"advance":"Advance",
"advance-current":"Current Advance",
"advance-max":"Total gained Advance",
"ag-pen":"Ag.Pen.",
"agility":"Agility",
"agility-penalty":"Agility Penalty",
@@ -21,25 +23,34 @@
"armour":"Armour",
"armour-and-equipment":"Armour &amp; Equipment",
"armour-roll":"Armour roll",
"attack":"Attack",
"attack-roll":"Attack roll",
"attack-roll-bonus-die":"Attack roll with a Bonus die",
"attack-roll-penalty-die":"Attack roll with a Penalty die",
"attributes":"Attributes",
"beast":"Beast",
"beast-character":"Beast (NPC)",
"bonus":"Bonus",
"boon":"Boon",
"boons":"Boons",
"career-rank":"Career rank",
"careers":"Careers",
"colossal":"Colossal",
"combat-abilities":"Combat Abilities",
"d3-half":"d3+Half-Strengh",
"d3-strength":"d3+Strengh",
"d6-half":"d6+Half-Strengh",
"d6-strength":"d6+Strengh",
"d6h-half":"d6H+Half-Strengh",
"d6h-strength":"d6H+Strengh",
"d6l-half":"d6L+Half-Strengh",
"d6l-strength":"d6L+Strengh",
"craft":"Craft",
"craft-points-current":"Current Craft Points",
"craft-points-max":"Maximum Craft Points",
"creature-size":"Creature Size",
"d3":"d3",
"d6":"d6",
"d6h":"d6H",
"d6hb":"d6H Bonus Die",
"d6l":"d6L",
"damage":"Damage",
"damage-dice":"Damage dice",
"damage-reduction":"Damage Reduction",
"defense":"Defense",
"dmg":"Dmg",
"defence":"Defence",
"enormous":"Enormous",
"equipment":"Equipment",
"failure":"Failure",
"fate":"Fate",
@@ -47,12 +58,18 @@
"fate-points-max":"Maximum Fate Points",
"flaw":"Flaw",
"flaws":"Flaws",
"gigantic":"Gigantic",
"heavy":"Heavy",
"heavy-legendary":"Heavy Legendary",
"heavy-masterwork":"Heavy Masterwork",
"heavy-uncommon":"Heavy Uncommon",
"helmet":"Helmet",
"helmet-worn":"Helmet worn",
"hero":"Hero",
"hero-points-current":"Current Hero Points",
"hero-points-max":"Maximum Hero Points",
"huge":"Huge",
"immense":"Immense",
"init-pen":"Init.Pen.",
"initiative":"Initiative",
"initiative-penalty":"Initiative Penalty",
@@ -62,7 +79,15 @@
"lifeblood-points-current":"Current Lifeblood Points",
"lifeblood-points-max":"Maximum Lifeblood Points",
"light":"Light",
"light-legendary":"Light Legendary",
"light-masterwork":"Light Masterwork",
"light-uncommon":"Light Uncommon",
"massive":"Massive",
"masterwork":"Masterwork",
"medium":"Medium",
"medium-legendary":"Medium Legendary",
"medium-masterwork":"Medium Masterwork",
"medium-uncommon":"Medium Uncommon",
"melee":"Melee",
"melee-attack":"Melee Attack",
"melee-roll":"Melee attack roll",
@@ -72,14 +97,19 @@
"mind-roll":"Mind roll",
"mind-roll-bonus-die":"Mind roll with a Bonus die",
"mind-roll-penalty-die":"Mind roll with a Penalty die",
"misc":"Misc.",
"name":"Name",
"non-player-character":"Non-player Character (NPC)",
"none":"None",
"normally-found":"Normally Found",
"notes":"Notes",
"origin":"Origin",
"player-character":"Player Character (PC)",
"priority":"Priority",
"priority-roll":"Priority roll",
"priority-roll-bonus-die":"Priority roll with a Bonus die",
"priority-roll-penalty-die":"Priority roll with a Penalty die",
"protection":"Protection",
"range-roll":"Ranged attack roll",
"range-roll-bonus-die":"Ranged attack roll with a Bonus die",
"range-roll-penalty-die":"Ranged attack roll with a Penalty die",
@@ -88,15 +118,24 @@
"roll":"Roll",
"roll-armour":"Roll Armour",
"roll-damage":"Roll Damage",
"roll-protection":"Roll Protection",
"shield":"Shield",
"small":"Small",
"special-attack":"Special Attack",
"strength":"Strength",
"strength-roll":"Strength roll",
"strength-roll-bonus-die":"Strength roll with a Bonus die",
"strength-roll-penalty-die":"Strength roll with a Penalty die",
"strengthhalf":"Half-Strength",
"success":"Success!",
"target-defence":"Target's defence",
"tiny":"Tiny",
"traits":"Traits",
"very-large":"Very large",
"very-small":"Very small",
"weapon":"Weapon",
"weapon-attribute":"Damage Attribute",
"weapon-masterwork":"Masterwork weapons reroll any result of 1 when rolling damage.",
"weapons":"Weapons",
"with-bonus-die":"with Bonus Die",
"with-penalty-die":"with Penalty Die"
@@ -5,6 +5,8 @@
"4th":"4e",
"5th":"5e",
"advance":"Expérience",
"advance-current":"Expérience courante",
"advance-max":"Expérience cumulée",
"ag-pen":"Mal.Ag.",
"agility":"Agilité",
"agility-penalty":"Malus d'Agilité",
@@ -21,25 +23,34 @@
"armour":"Armure",
"armour-and-equipment":"Armure &amp; Équipement",
"armour-roll":"Jet de Protection",
"attack":"Attaque",
"attack-roll":"Jet d'Attaque",
"attack-roll-bonus-die":"Jet d'Attaque avec Dé de Bonus",
"attack-roll-penalty-die":"Jet d'Attaque avec Dé de Malus",
"attributes":"Attributs",
"beast":"Créature",
"beast-character":"Créature (PNJ)",
"bonus":"Bonus",
"boon":"Avantage",
"boons":"Avantages",
"career-rank":"Rang de Carrière",
"careers":"Carrières",
"colossal":"Monstrueuse",
"combat-abilities":"Aptitudes de Combat",
"d3-half":"d3+Demi-Vigueur",
"d3-strength":"d3+Vigueur",
"d6-half":"d6+Demi-Vigueur",
"d6-strength":"d6+Vigueur",
"d6h-half":"d6M+Demi-Vigueur",
"d6h-strength":"d6M+Vigueur",
"d6l-half":"d6B+Demi-Vigueur",
"d6l-strength":"d6B+Vigueur",
"craft":"Création",
"craft-points-current":"Points de Création courants",
"craft-points-max":"Points de Création maximums",
"creature-size":"Taille",
"d3":"d3",
"d6":"d6",
"d6h":"d6B",
"d6hb":"d6B + dé Bonus",
"d6l":"d6M",
"damage":"Dégâts",
"damage-dice":"Dé de Dégâts",
"damage-reduction":"Réduction de Dégâts",
"defense":"Défense",
"dmg":"Dégâts",
"defence":"Défense",
"enormous":"Colossale",
"equipment":"Équipement",
"failure":"Échec",
"fate":"Foi",
@@ -47,12 +58,18 @@
"fate-points-max":"Points de Foi maximums",
"flaw":"Désavantage",
"flaws":"Désavantages",
"gigantic":"Gigantesque",
"heavy":"Lourde",
"heavy-legendary":"Lourde Légendaire",
"heavy-masterwork":"Lourde de qualité",
"heavy-uncommon":"Lourde Supérieure",
"helmet":"Casque",
"helmet-worn":"Casque porté",
"hero":"Héroïsme",
"hero-points-current":"Points d'Héroïsme courants",
"hero-points-max":"Points d'Héroïsme maximums",
"huge":"Énorme",
"immense":"Immense",
"init-pen":"Mal.Init.",
"initiative":"Initiative",
"initiative-penalty":"Malus d'Initiative",
@@ -62,7 +79,15 @@
"lifeblood-points-current":"Points de Vitalité courants",
"lifeblood-points-max":"Points de Vitalité maximums",
"light":"Légère",
"light-legendary":"Légère Légendaire",
"light-masterwork":"Légère de qualité",
"light-uncommon":"Légère Supérieure",
"massive":"Massive",
"masterwork":"Relancer 1",
"medium":"Moyenne",
"medium-legendary":"Moyenne Légendaire",
"medium-masterwork":"Moyenne de qualité",
"medium-uncommon":"Moyenne Supérieure",
"melee":"Mêlée",
"melee-attack":"Attaque de Mêlée",
"melee-roll":"Jet d'Attaque de Mêlée",
@@ -72,14 +97,19 @@
"mind-roll":"Jet d'Esprit",
"mind-roll-bonus-die":"Jet d'Esprit avec Dé de Bonus",
"mind-roll-penalty-die":"Jet d'Esprit avec Dé de Malus",
"misc":"Divers",
"name":"Nom",
"non-player-character":"Personnage Non-Joueur (PNJ)",
"none":"Aucun(e)",
"normally-found":"Environnement",
"notes":"Notes",
"origin":"Origine",
"player-character":"Personnage Joueur (PJ)",
"priority":"Réaction",
"priority-roll":"Jet de Réaction",
"priority-roll-bonus-die":"Jet de Réaction avec Dé de Bonus",
"priority-roll-penalty-die":"Jet de Réaction avec Dé de Malus",
"protection":"Protection",
"range-roll":"Jet de Tir",
"range-roll-bonus-die":"Jet de Tir avec Dé de Bonus",
"range-roll-penalty-die":"Jet de Tir avec Dé de Malus",
@@ -88,15 +118,24 @@
"roll":"Jet",
"roll-armour":"Jet de Protection",
"roll-damage":"Jet de Dégâts",
"roll-protection":"Jet de Protection",
"shield":"Bouclier",
"small":"Petit",
"special-attack":"Attaque spéciale",
"strength":"Vigueur",
"strength-roll":"Jet de Vigueur",
"strength-roll-bonus-die":"Jet de Vigueur avec Dé de Bonus",
"strength-roll-penalty-die":"Jet de Vigueur avec Dé de Malus",
"strengthhalf":"Demi-Vigueur",
"success":"Réussite !",
"target-defence":"Défense de la Cible",
"tiny":"Minuscule",
"traits":"Capacités spéciales",
"very-large":"Très grande",
"very-small":"Très petite",
"weapon":"Arme",
"weapon-attribute":"Attibut de Dégâts",
"weapon-masterwork":"Les armes de Qualité permettent, une fois par round, de relancer un 1 obtenu sur un jet de dégâts.",
"weapons":"Armes",
"with-bonus-die":"avec Dé de Bonus",
"with-penalty-die":"avec Dé de Malus"
@@ -5,6 +5,8 @@
"4th":"4th",
"5th":"5th",
"advance":"Advance",
"advance-current":"Current Advance",
"advance-max":"Total gained Advance",
"ag-pen":"Ag.Pen.",
"agility":"Agility",
"agility-penalty":"Agility Penalty",
@@ -21,25 +23,34 @@
"armour":"Armour",
"armour-and-equipment":"Armour &amp; Equipment",
"armour-roll":"Armour roll",
"attack":"Attack",
"attack-roll":"Attack roll",
"attack-roll-bonus-die":"Attack roll with a Bonus die",
"attack-roll-penalty-die":"Attack roll with a Penalty die",
"attributes":"Attributes",
"beast":"Beast",
"beast-character":"Beast (NPC)",
"bonus":"Bonus",
"boon":"Boon",
"boons":"Boons",
"career-rank":"Career rank",
"careers":"Careers",
"colossal":"Colossal",
"combat-abilities":"Combat Abilities",
"d3-half":"d3+Half-Strengh",
"d3-strength":"d3+Strengh",
"d6-half":"d6+Half-Strengh",
"d6-strength":"d6+Strengh",
"d6h-half":"d6H+Half-Strengh",
"d6h-strength":"d6H+Strengh",
"d6l-half":"d6L+Half-Strengh",
"d6l-strength":"d6L+Strengh",
"craft":"Craft",
"craft-points-current":"Current Craft Points",
"craft-points-max":"Maximum Craft Points",
"creature-size":"Creature Size",
"d3":"d3",
"d6":"d6",
"d6h":"d6H",
"d6hb":"d6H Bonus Die",
"d6l":"d6L",
"damage":"Damage",
"damage-dice":"Damage dice",
"damage-reduction":"Damage Reduction",
"defense":"Defense",
"dmg":"Dmg",
"defence":"Defence",
"enormous":"Enormous",
"equipment":"Equipment",
"failure":"Failure",
"fate":"Fate",
@@ -47,12 +58,18 @@
"fate-points-max":"Maximum Fate Points",
"flaw":"Flaw",
"flaws":"Flaws",
"gigantic":"Gigantic",
"heavy":"Heavy",
"heavy-legendary":"Heavy Legendary",
"heavy-masterwork":"Heavy Masterwork",
"heavy-uncommon":"Heavy Uncommon",
"helmet":"Helmet",
"helmet-worn":"Helmet worn",
"hero":"Hero",
"hero-points-current":"Current Hero Points",
"hero-points-max":"Maximum Hero Points",
"huge":"Huge",
"immense":"Immense",
"init-pen":"Init.Pen.",
"initiative":"Initiative",
"initiative-penalty":"Initiative Penalty",
@@ -62,7 +79,15 @@
"lifeblood-points-current":"Current Lifeblood Points",
"lifeblood-points-max":"Maximum Lifeblood Points",
"light":"Light",
"light-legendary":"Light Legendary",
"light-masterwork":"Light Masterwork",
"light-uncommon":"Light Uncommon",
"massive":"Massive",
"masterwork":"Masterwork",
"medium":"Medium",
"medium-legendary":"Medium Legendary",
"medium-masterwork":"Medium Masterwork",
"medium-uncommon":"Medium Uncommon",
"melee":"Melee",
"melee-attack":"Melee Attack",
"melee-roll":"Melee attack roll",
@@ -72,14 +97,19 @@
"mind-roll":"Mind roll",
"mind-roll-bonus-die":"Mind roll with a Bonus die",
"mind-roll-penalty-die":"Mind roll with a Penalty die",
"misc":"Misc.",
"name":"Name",
"non-player-character":"Non-player Character (NPC)",
"none":"None",
"normally-found":"Normally Found",
"notes":"Notes",
"origin":"Origin",
"player-character":"Player Character (PC)",
"priority":"Priority",
"priority-roll":"Priority roll",
"priority-roll-bonus-die":"Priority roll with a Bonus die",
"priority-roll-penalty-die":"Priority roll with a Penalty die",
"protection":"Protection",
"range-roll":"Ranged attack roll",
"range-roll-bonus-die":"Ranged attack roll with a Bonus die",
"range-roll-penalty-die":"Ranged attack roll with a Penalty die",
@@ -88,15 +118,24 @@
"roll":"Roll",
"roll-armour":"Roll Armour",
"roll-damage":"Roll Damage",
"roll-protection":"Roll Protection",
"shield":"Shield",
"small":"Small",
"special-attack":"Special Attack",
"strength":"Strength",
"strength-roll":"Strength roll",
"strength-roll-bonus-die":"Strength roll with a Bonus die",
"strength-roll-penalty-die":"Strength roll with a Penalty die",
"strengthhalf":"Half-Strength",
"success":"Success!",
"target-defence":"Target's defence",
"tiny":"Tiny",
"traits":"Traits",
"very-large":"Very large",
"very-small":"Very small",
"weapon":"Weapon",
"weapon-attribute":"Damage Attribute",
"weapon-masterwork":"Masterwork weapons reroll any result of 1 when rolling damage.",
"weapons":"Weapons",
"with-bonus-die":"with Bonus Die",
"with-penalty-die":"with Penalty Die"
@@ -5,6 +5,8 @@
"4th":"4th",
"5th":"5th",
"advance":"Advance",
"advance-current":"Current Advance",
"advance-max":"Total gained Advance",
"ag-pen":"Ag.Pen.",
"agility":"Agility",
"agility-penalty":"Agility Penalty",
@@ -21,25 +23,34 @@
"armour":"Armour",
"armour-and-equipment":"Armour &amp; Equipment",
"armour-roll":"Armour roll",
"attack":"Attack",
"attack-roll":"Attack roll",
"attack-roll-bonus-die":"Attack roll with a Bonus die",
"attack-roll-penalty-die":"Attack roll with a Penalty die",
"attributes":"Attributes",
"beast":"Beast",
"beast-character":"Beast (NPC)",
"bonus":"Bonus",
"boon":"Boon",
"boons":"Boons",
"career-rank":"Career rank",
"careers":"Careers",
"colossal":"Colossal",
"combat-abilities":"Combat Abilities",
"d3-half":"d3+Half-Strengh",
"d3-strength":"d3+Strengh",
"d6-half":"d6+Half-Strengh",
"d6-strength":"d6+Strengh",
"d6h-half":"d6H+Half-Strengh",
"d6h-strength":"d6H+Strengh",
"d6l-half":"d6L+Half-Strengh",
"d6l-strength":"d6L+Strengh",
"craft":"Craft",
"craft-points-current":"Current Craft Points",
"craft-points-max":"Maximum Craft Points",
"creature-size":"Creature Size",
"d3":"d3",
"d6":"d6",
"d6h":"d6H",
"d6hb":"d6H Bonus Die",
"d6l":"d6L",
"damage":"Damage",
"damage-dice":"Damage dice",
"damage-reduction":"Damage Reduction",
"defense":"Defense",
"dmg":"Dmg",
"defence":"Defence",
"enormous":"Enormous",
"equipment":"Equipment",
"failure":"Failure",
"fate":"Fate",
@@ -47,12 +58,18 @@
"fate-points-max":"Maximum Fate Points",
"flaw":"Flaw",
"flaws":"Flaws",
"gigantic":"Gigantic",
"heavy":"Heavy",
"heavy-legendary":"Heavy Legendary",
"heavy-masterwork":"Heavy Masterwork",
"heavy-uncommon":"Heavy Uncommon",
"helmet":"Helmet",
"helmet-worn":"Helmet worn",
"hero":"Hero",
"hero-points-current":"Current Hero Points",
"hero-points-max":"Maximum Hero Points",
"huge":"Huge",
"immense":"Immense",
"init-pen":"Init.Pen.",
"initiative":"Initiative",
"initiative-penalty":"Initiative Penalty",
@@ -62,7 +79,15 @@
"lifeblood-points-current":"Current Lifeblood Points",
"lifeblood-points-max":"Maximum Lifeblood Points",
"light":"Light",
"light-legendary":"Light Legendary",
"light-masterwork":"Light Masterwork",
"light-uncommon":"Light Uncommon",
"massive":"Massive",
"masterwork":"Masterwork",
"medium":"Medium",
"medium-legendary":"Medium Legendary",
"medium-masterwork":"Medium Masterwork",
"medium-uncommon":"Medium Uncommon",
"melee":"Melee",
"melee-attack":"Melee Attack",
"melee-roll":"Melee attack roll",
@@ -72,14 +97,19 @@
"mind-roll":"Mind roll",
"mind-roll-bonus-die":"Mind roll with a Bonus die",
"mind-roll-penalty-die":"Mind roll with a Penalty die",
"misc":"Misc.",
"name":"Name",
"non-player-character":"Non-player Character (NPC)",
"none":"None",
"normally-found":"Normally Found",
"notes":"Notes",
"origin":"Origin",
"player-character":"Player Character (PC)",
"priority":"Priority",
"priority-roll":"Priority roll",
"priority-roll-bonus-die":"Priority roll with a Bonus die",
"priority-roll-penalty-die":"Priority roll with a Penalty die",
"protection":"Protection",
"range-roll":"Ranged attack roll",
"range-roll-bonus-die":"Ranged attack roll with a Bonus die",
"range-roll-penalty-die":"Ranged attack roll with a Penalty die",
@@ -88,15 +118,24 @@
"roll":"Roll",
"roll-armour":"Roll Armour",
"roll-damage":"Roll Damage",
"roll-protection":"Roll Protection",
"shield":"Shield",
"small":"Small",
"special-attack":"Special Attack",
"strength":"Strength",
"strength-roll":"Strength roll",
"strength-roll-bonus-die":"Strength roll with a Bonus die",
"strength-roll-penalty-die":"Strength roll with a Penalty die",
"strengthhalf":"Half-Strength",
"success":"Success!",
"target-defence":"Target's defence",
"tiny":"Tiny",
"traits":"Traits",
"very-large":"Very large",
"very-small":"Very small",
"weapon":"Weapon",
"weapon-attribute":"Damage Attribute",
"weapon-masterwork":"Masterwork weapons reroll any result of 1 when rolling damage.",
"weapons":"Weapons",
"with-bonus-die":"with Bonus Die",
"with-penalty-die":"with Penalty Die"
@@ -5,6 +5,8 @@
"4th":"4th",
"5th":"5th",
"advance":"Advance",
"advance-current":"Current Advance",
"advance-max":"Total gained Advance",
"ag-pen":"Ag.Pen.",
"agility":"Agility",
"agility-penalty":"Agility Penalty",
@@ -21,25 +23,34 @@
"armour":"Armour",
"armour-and-equipment":"Armour &amp; Equipment",
"armour-roll":"Armour roll",
"attack":"Attack",
"attack-roll":"Attack roll",
"attack-roll-bonus-die":"Attack roll with a Bonus die",
"attack-roll-penalty-die":"Attack roll with a Penalty die",
"attributes":"Attributes",
"beast":"Beast",
"beast-character":"Beast (NPC)",
"bonus":"Bonus",
"boon":"Boon",
"boons":"Boons",
"career-rank":"Career rank",
"careers":"Careers",
"colossal":"Colossal",
"combat-abilities":"Combat Abilities",
"d3-half":"d3+Half-Strengh",
"d3-strength":"d3+Strengh",
"d6-half":"d6+Half-Strengh",
"d6-strength":"d6+Strengh",
"d6h-half":"d6H+Half-Strengh",
"d6h-strength":"d6H+Strengh",
"d6l-half":"d6L+Half-Strengh",
"d6l-strength":"d6L+Strengh",
"craft":"Craft",
"craft-points-current":"Current Craft Points",
"craft-points-max":"Maximum Craft Points",
"creature-size":"Creature Size",
"d3":"d3",
"d6":"d6",
"d6h":"d6H",
"d6hb":"d6H Bonus Die",
"d6l":"d6L",
"damage":"Damage",
"damage-dice":"Damage dice",
"damage-reduction":"Damage Reduction",
"defense":"Defense",
"dmg":"Dmg",
"defence":"Defence",
"enormous":"Enormous",
"equipment":"Equipment",
"failure":"Failure",
"fate":"Fate",
@@ -47,12 +58,18 @@
"fate-points-max":"Maximum Fate Points",
"flaw":"Flaw",
"flaws":"Flaws",
"gigantic":"Gigantic",
"heavy":"Heavy",
"heavy-legendary":"Heavy Legendary",
"heavy-masterwork":"Heavy Masterwork",
"heavy-uncommon":"Heavy Uncommon",
"helmet":"Helmet",
"helmet-worn":"Helmet worn",
"hero":"Hero",
"hero-points-current":"Current Hero Points",
"hero-points-max":"Maximum Hero Points",
"huge":"Huge",
"immense":"Immense",
"init-pen":"Init.Pen.",
"initiative":"Initiative",
"initiative-penalty":"Initiative Penalty",
@@ -62,7 +79,15 @@
"lifeblood-points-current":"Current Lifeblood Points",
"lifeblood-points-max":"Maximum Lifeblood Points",
"light":"Light",
"light-legendary":"Light Legendary",
"light-masterwork":"Light Masterwork",
"light-uncommon":"Light Uncommon",
"massive":"Massive",
"masterwork":"Masterwork",
"medium":"Medium",
"medium-legendary":"Medium Legendary",
"medium-masterwork":"Medium Masterwork",
"medium-uncommon":"Medium Uncommon",
"melee":"Melee",
"melee-attack":"Melee Attack",
"melee-roll":"Melee attack roll",
@@ -72,14 +97,19 @@
"mind-roll":"Mind roll",
"mind-roll-bonus-die":"Mind roll with a Bonus die",
"mind-roll-penalty-die":"Mind roll with a Penalty die",
"misc":"Misc.",
"name":"Name",
"non-player-character":"Non-player Character (NPC)",
"none":"None",
"normally-found":"Normally Found",
"notes":"Notes",
"origin":"Origin",
"player-character":"Player Character (PC)",
"priority":"Priority",
"priority-roll":"Priority roll",
"priority-roll-bonus-die":"Priority roll with a Bonus die",
"priority-roll-penalty-die":"Priority roll with a Penalty die",
"protection":"Protection",
"range-roll":"Ranged attack roll",
"range-roll-bonus-die":"Ranged attack roll with a Bonus die",
"range-roll-penalty-die":"Ranged attack roll with a Penalty die",
@@ -88,15 +118,24 @@
"roll":"Roll",
"roll-armour":"Roll Armour",
"roll-damage":"Roll Damage",
"roll-protection":"Roll Protection",
"shield":"Shield",
"small":"Small",
"special-attack":"Special Attack",
"strength":"Strength",
"strength-roll":"Strength roll",
"strength-roll-bonus-die":"Strength roll with a Bonus die",
"strength-roll-penalty-die":"Strength roll with a Penalty die",
"strengthhalf":"Half-Strength",
"success":"Success!",
"target-defence":"Target's defence",
"tiny":"Tiny",
"traits":"Traits",
"very-large":"Very large",
"very-small":"Very small",
"weapon":"Weapon",
"weapon-attribute":"Damage Attribute",
"weapon-masterwork":"Masterwork weapons reroll any result of 1 when rolling damage.",
"weapons":"Weapons",
"with-bonus-die":"with Bonus Die",
"with-penalty-die":"with Penalty Die"
@@ -5,6 +5,8 @@
"4th":"4th",
"5th":"5th",
"advance":"Advance",
"advance-current":"Current Advance",
"advance-max":"Total gained Advance",
"ag-pen":"Ag.Pen.",
"agility":"Agility",
"agility-penalty":"Agility Penalty",
@@ -21,25 +23,34 @@
"armour":"Armour",
"armour-and-equipment":"Armour &amp; Equipment",
"armour-roll":"Armour roll",
"attack":"Attack",
"attack-roll":"Attack roll",
"attack-roll-bonus-die":"Attack roll with a Bonus die",
"attack-roll-penalty-die":"Attack roll with a Penalty die",
"attributes":"Attributes",
"beast":"Beast",
"beast-character":"Beast (NPC)",
"bonus":"Bonus",
"boon":"Boon",
"boons":"Boons",
"career-rank":"Career rank",
"careers":"Careers",
"colossal":"Colossal",
"combat-abilities":"Combat Abilities",
"d3-half":"d3+Half-Strengh",
"d3-strength":"d3+Strengh",
"d6-half":"d6+Half-Strengh",
"d6-strength":"d6+Strengh",
"d6h-half":"d6H+Half-Strengh",
"d6h-strength":"d6H+Strengh",
"d6l-half":"d6L+Half-Strengh",
"d6l-strength":"d6L+Strengh",
"craft":"Craft",
"craft-points-current":"Current Craft Points",
"craft-points-max":"Maximum Craft Points",
"creature-size":"Creature Size",
"d3":"d3",
"d6":"d6",
"d6h":"d6H",
"d6hb":"d6H Bonus Die",
"d6l":"d6L",
"damage":"Damage",
"damage-dice":"Damage dice",
"damage-reduction":"Damage Reduction",
"defense":"Defense",
"dmg":"Dmg",
"defence":"Defence",
"enormous":"Enormous",
"equipment":"Equipment",
"failure":"Failure",
"fate":"Fate",
@@ -47,12 +58,18 @@
"fate-points-max":"Maximum Fate Points",
"flaw":"Flaw",
"flaws":"Flaws",
"gigantic":"Gigantic",
"heavy":"Heavy",
"heavy-legendary":"Heavy Legendary",
"heavy-masterwork":"Heavy Masterwork",
"heavy-uncommon":"Heavy Uncommon",
"helmet":"Helmet",
"helmet-worn":"Helmet worn",
"hero":"Hero",
"hero-points-current":"Current Hero Points",
"hero-points-max":"Maximum Hero Points",
"huge":"Huge",
"immense":"Immense",
"init-pen":"Init.Pen.",
"initiative":"Initiative",
"initiative-penalty":"Initiative Penalty",
@@ -62,7 +79,15 @@
"lifeblood-points-current":"Current Lifeblood Points",
"lifeblood-points-max":"Maximum Lifeblood Points",
"light":"Light",
"light-legendary":"Light Legendary",
"light-masterwork":"Light Masterwork",
"light-uncommon":"Light Uncommon",
"massive":"Massive",
"masterwork":"Masterwork",
"medium":"Medium",
"medium-legendary":"Medium Legendary",
"medium-masterwork":"Medium Masterwork",
"medium-uncommon":"Medium Uncommon",
"melee":"Melee",
"melee-attack":"Melee Attack",
"melee-roll":"Melee attack roll",
@@ -72,14 +97,19 @@
"mind-roll":"Mind roll",
"mind-roll-bonus-die":"Mind roll with a Bonus die",
"mind-roll-penalty-die":"Mind roll with a Penalty die",
"misc":"Misc.",
"name":"Name",
"non-player-character":"Non-player Character (NPC)",
"none":"None",
"normally-found":"Normally Found",
"notes":"Notes",
"origin":"Origin",
"player-character":"Player Character (PC)",
"priority":"Priority",
"priority-roll":"Priority roll",
"priority-roll-bonus-die":"Priority roll with a Bonus die",
"priority-roll-penalty-die":"Priority roll with a Penalty die",
"protection":"Protection",
"range-roll":"Ranged attack roll",
"range-roll-bonus-die":"Ranged attack roll with a Bonus die",
"range-roll-penalty-die":"Ranged attack roll with a Penalty die",
@@ -88,15 +118,24 @@
"roll":"Roll",
"roll-armour":"Roll Armour",
"roll-damage":"Roll Damage",
"roll-protection":"Roll Protection",
"shield":"Shield",
"small":"Small",
"special-attack":"Special Attack",
"strength":"Strength",
"strength-roll":"Strength roll",
"strength-roll-bonus-die":"Strength roll with a Bonus die",
"strength-roll-penalty-die":"Strength roll with a Penalty die",
"strengthhalf":"Half-Strength",
"success":"Success!",
"target-defence":"Target's defence",
"tiny":"Tiny",
"traits":"Traits",
"very-large":"Very large",
"very-small":"Very small",
"weapon":"Weapon",
"weapon-attribute":"Damage Attribute",
"weapon-masterwork":"Masterwork weapons reroll any result of 1 when rolling damage.",
"weapons":"Weapons",
"with-bonus-die":"with Bonus Die",
"with-penalty-die":"with Penalty Die"
@@ -5,6 +5,8 @@
"4th":"4th",
"5th":"5th",
"advance":"Advance",
"advance-current":"Current Advance",
"advance-max":"Total gained Advance",
"ag-pen":"Ag.Pen.",
"agility":"Agility",
"agility-penalty":"Agility Penalty",
@@ -21,25 +23,34 @@
"armour":"Armour",
"armour-and-equipment":"Armour &amp; Equipment",
"armour-roll":"Armour roll",
"attack":"Attack",
"attack-roll":"Attack roll",
"attack-roll-bonus-die":"Attack roll with a Bonus die",
"attack-roll-penalty-die":"Attack roll with a Penalty die",
"attributes":"Attributes",
"beast":"Beast",
"beast-character":"Beast (NPC)",
"bonus":"Bonus",
"boon":"Boon",
"boons":"Boons",
"career-rank":"Career rank",
"careers":"Careers",
"colossal":"Colossal",
"combat-abilities":"Combat Abilities",
"d3-half":"d3+Half-Strengh",
"d3-strength":"d3+Strengh",
"d6-half":"d6+Half-Strengh",
"d6-strength":"d6+Strengh",
"d6h-half":"d6H+Half-Strengh",
"d6h-strength":"d6H+Strengh",
"d6l-half":"d6L+Half-Strengh",
"d6l-strength":"d6L+Strengh",
"craft":"Craft",
"craft-points-current":"Current Craft Points",
"craft-points-max":"Maximum Craft Points",
"creature-size":"Creature Size",
"d3":"d3",
"d6":"d6",
"d6h":"d6H",
"d6hb":"d6H Bonus Die",
"d6l":"d6L",
"damage":"Damage",
"damage-dice":"Damage dice",
"damage-reduction":"Damage Reduction",
"defense":"Defense",
"dmg":"Dmg",
"defence":"Defence",
"enormous":"Enormous",
"equipment":"Equipment",
"failure":"Failure",
"fate":"Fate",
@@ -47,12 +58,18 @@
"fate-points-max":"Maximum Fate Points",
"flaw":"Flaw",
"flaws":"Flaws",
"gigantic":"Gigantic",
"heavy":"Heavy",
"heavy-legendary":"Heavy Legendary",
"heavy-masterwork":"Heavy Masterwork",
"heavy-uncommon":"Heavy Uncommon",
"helmet":"Helmet",
"helmet-worn":"Helmet worn",
"hero":"Hero",
"hero-points-current":"Current Hero Points",
"hero-points-max":"Maximum Hero Points",
"huge":"Huge",
"immense":"Immense",
"init-pen":"Init.Pen.",
"initiative":"Initiative",
"initiative-penalty":"Initiative Penalty",
@@ -62,7 +79,15 @@
"lifeblood-points-current":"Current Lifeblood Points",
"lifeblood-points-max":"Maximum Lifeblood Points",
"light":"Light",
"light-legendary":"Light Legendary",
"light-masterwork":"Light Masterwork",
"light-uncommon":"Light Uncommon",
"massive":"Massive",
"masterwork":"Masterwork",
"medium":"Medium",
"medium-legendary":"Medium Legendary",
"medium-masterwork":"Medium Masterwork",
"medium-uncommon":"Medium Uncommon",
"melee":"Melee",
"melee-attack":"Melee Attack",
"melee-roll":"Melee attack roll",
@@ -72,14 +97,19 @@
"mind-roll":"Mind roll",
"mind-roll-bonus-die":"Mind roll with a Bonus die",
"mind-roll-penalty-die":"Mind roll with a Penalty die",
"misc":"Misc.",
"name":"Name",
"non-player-character":"Non-player Character (NPC)",
"none":"None",
"normally-found":"Normally Found",
"notes":"Notes",
"origin":"Origin",
"player-character":"Player Character (PC)",
"priority":"Priority",
"priority-roll":"Priority roll",
"priority-roll-bonus-die":"Priority roll with a Bonus die",
"priority-roll-penalty-die":"Priority roll with a Penalty die",
"protection":"Protection",
"range-roll":"Ranged attack roll",
"range-roll-bonus-die":"Ranged attack roll with a Bonus die",
"range-roll-penalty-die":"Ranged attack roll with a Penalty die",
@@ -88,15 +118,24 @@
"roll":"Roll",
"roll-armour":"Roll Armour",
"roll-damage":"Roll Damage",
"roll-protection":"Roll Protection",
"shield":"Shield",
"small":"Small",
"special-attack":"Special Attack",
"strength":"Strength",
"strength-roll":"Strength roll",
"strength-roll-bonus-die":"Strength roll with a Bonus die",
"strength-roll-penalty-die":"Strength roll with a Penalty die",
"strengthhalf":"Half-Strength",
"success":"Success!",
"target-defence":"Target's defence",
"tiny":"Tiny",
"traits":"Traits",
"very-large":"Very large",
"very-small":"Very small",
"weapon":"Weapon",
"weapon-attribute":"Damage Attribute",
"weapon-masterwork":"Masterwork weapons reroll any result of 1 when rolling damage.",
"weapons":"Weapons",
"with-bonus-die":"with Bonus Die",
"with-penalty-die":"with Penalty Die"
@@ -5,6 +5,8 @@
"4th":"4th",
"5th":"5th",
"advance":"Advance",
"advance-current":"Current Advance",
"advance-max":"Total gained Advance",
"ag-pen":"Ag.Pen.",
"agility":"Agility",
"agility-penalty":"Agility Penalty",
@@ -21,25 +23,34 @@
"armour":"Armour",
"armour-and-equipment":"Armour &amp; Equipment",
"armour-roll":"Armour roll",
"attack":"Attack",
"attack-roll":"Attack roll",
"attack-roll-bonus-die":"Attack roll with a Bonus die",
"attack-roll-penalty-die":"Attack roll with a Penalty die",
"attributes":"Attributes",
"beast":"Beast",
"beast-character":"Beast (NPC)",
"bonus":"Bonus",
"boon":"Boon",
"boons":"Boons",
"career-rank":"Career rank",
"careers":"Careers",
"colossal":"Colossal",
"combat-abilities":"Combat Abilities",
"d3-half":"d3+Half-Strengh",
"d3-strength":"d3+Strengh",
"d6-half":"d6+Half-Strengh",
"d6-strength":"d6+Strengh",
"d6h-half":"d6H+Half-Strengh",
"d6h-strength":"d6H+Strengh",
"d6l-half":"d6L+Half-Strengh",
"d6l-strength":"d6L+Strengh",
"craft":"Craft",
"craft-points-current":"Current Craft Points",
"craft-points-max":"Maximum Craft Points",
"creature-size":"Creature Size",
"d3":"d3",
"d6":"d6",
"d6h":"d6H",
"d6hb":"d6H Bonus Die",
"d6l":"d6L",
"damage":"Damage",
"damage-dice":"Damage dice",
"damage-reduction":"Damage Reduction",
"defense":"Defense",
"dmg":"Dmg",
"defence":"Defence",
"enormous":"Enormous",
"equipment":"Equipment",
"failure":"Failure",
"fate":"Fate",
@@ -47,12 +58,18 @@
"fate-points-max":"Maximum Fate Points",
"flaw":"Flaw",
"flaws":"Flaws",
"gigantic":"Gigantic",
"heavy":"Heavy",
"heavy-legendary":"Heavy Legendary",
"heavy-masterwork":"Heavy Masterwork",
"heavy-uncommon":"Heavy Uncommon",
"helmet":"Helmet",
"helmet-worn":"Helmet worn",
"hero":"Hero",
"hero-points-current":"Current Hero Points",
"hero-points-max":"Maximum Hero Points",
"huge":"Huge",
"immense":"Immense",
"init-pen":"Init.Pen.",
"initiative":"Initiative",
"initiative-penalty":"Initiative Penalty",
@@ -62,7 +79,15 @@
"lifeblood-points-current":"Current Lifeblood Points",
"lifeblood-points-max":"Maximum Lifeblood Points",
"light":"Light",
"light-legendary":"Light Legendary",
"light-masterwork":"Light Masterwork",
"light-uncommon":"Light Uncommon",
"massive":"Massive",
"masterwork":"Masterwork",
"medium":"Medium",
"medium-legendary":"Medium Legendary",
"medium-masterwork":"Medium Masterwork",
"medium-uncommon":"Medium Uncommon",
"melee":"Melee",
"melee-attack":"Melee Attack",
"melee-roll":"Melee attack roll",
@@ -72,14 +97,19 @@
"mind-roll":"Mind roll",
"mind-roll-bonus-die":"Mind roll with a Bonus die",
"mind-roll-penalty-die":"Mind roll with a Penalty die",
"misc":"Misc.",
"name":"Name",
"non-player-character":"Non-player Character (NPC)",
"none":"None",
"normally-found":"Normally Found",
"notes":"Notes",
"origin":"Origin",
"player-character":"Player Character (PC)",
"priority":"Priority",
"priority-roll":"Priority roll",
"priority-roll-bonus-die":"Priority roll with a Bonus die",
"priority-roll-penalty-die":"Priority roll with a Penalty die",
"protection":"Protection",
"range-roll":"Ranged attack roll",
"range-roll-bonus-die":"Ranged attack roll with a Bonus die",
"range-roll-penalty-die":"Ranged attack roll with a Penalty die",
@@ -88,15 +118,24 @@
"roll":"Roll",
"roll-armour":"Roll Armour",
"roll-damage":"Roll Damage",
"roll-protection":"Roll Protection",
"shield":"Shield",
"small":"Small",
"special-attack":"Special Attack",
"strength":"Strength",
"strength-roll":"Strength roll",
"strength-roll-bonus-die":"Strength roll with a Bonus die",
"strength-roll-penalty-die":"Strength roll with a Penalty die",
"strengthhalf":"Half-Strength",
"success":"Success!",
"target-defence":"Target's defence",
"tiny":"Tiny",
"traits":"Traits",
"very-large":"Very large",
"very-small":"Very small",
"weapon":"Weapon",
"weapon-attribute":"Damage Attribute",
"weapon-masterwork":"Masterwork weapons reroll any result of 1 when rolling damage.",
"weapons":"Weapons",
"with-bonus-die":"with Bonus Die",
"with-penalty-die":"with Penalty Die"
@@ -5,6 +5,8 @@
"4th":"4th",
"5th":"5th",
"advance":"Advance",
"advance-current":"Current Advance",
"advance-max":"Total gained Advance",
"ag-pen":"Ag.Pen.",
"agility":"Agility",
"agility-penalty":"Agility Penalty",
@@ -21,25 +23,34 @@
"armour":"Armour",
"armour-and-equipment":"Armour &amp; Equipment",
"armour-roll":"Armour roll",
"attack":"Attack",
"attack-roll":"Attack roll",
"attack-roll-bonus-die":"Attack roll with a Bonus die",
"attack-roll-penalty-die":"Attack roll with a Penalty die",
"attributes":"Attributes",
"beast":"Beast",
"beast-character":"Beast (NPC)",
"bonus":"Bonus",
"boon":"Boon",
"boons":"Boons",
"career-rank":"Career rank",
"careers":"Careers",
"colossal":"Colossal",
"combat-abilities":"Combat Abilities",
"d3-half":"d3+Half-Strengh",
"d3-strength":"d3+Strengh",
"d6-half":"d6+Half-Strengh",
"d6-strength":"d6+Strengh",
"d6h-half":"d6H+Half-Strengh",
"d6h-strength":"d6H+Strengh",
"d6l-half":"d6L+Half-Strengh",
"d6l-strength":"d6L+Strengh",
"craft":"Craft",
"craft-points-current":"Current Craft Points",
"craft-points-max":"Maximum Craft Points",
"creature-size":"Creature Size",
"d3":"d3",
"d6":"d6",
"d6h":"d6H",
"d6hb":"d6H Bonus Die",
"d6l":"d6L",
"damage":"Damage",
"damage-dice":"Damage dice",
"damage-reduction":"Damage Reduction",
"defense":"Defense",
"dmg":"Dmg",
"defence":"Defence",
"enormous":"Enormous",
"equipment":"Equipment",
"failure":"Failure",
"fate":"Fate",
@@ -47,12 +58,18 @@
"fate-points-max":"Maximum Fate Points",
"flaw":"Flaw",
"flaws":"Flaws",
"gigantic":"Gigantic",
"heavy":"Heavy",
"heavy-legendary":"Heavy Legendary",
"heavy-masterwork":"Heavy Masterwork",
"heavy-uncommon":"Heavy Uncommon",
"helmet":"Helmet",
"helmet-worn":"Helmet worn",
"hero":"Hero",
"hero-points-current":"Current Hero Points",
"hero-points-max":"Maximum Hero Points",
"huge":"Huge",
"immense":"Immense",
"init-pen":"Init.Pen.",
"initiative":"Initiative",
"initiative-penalty":"Initiative Penalty",
@@ -62,7 +79,15 @@
"lifeblood-points-current":"Current Lifeblood Points",
"lifeblood-points-max":"Maximum Lifeblood Points",
"light":"Light",
"light-legendary":"Light Legendary",
"light-masterwork":"Light Masterwork",
"light-uncommon":"Light Uncommon",
"massive":"Massive",
"masterwork":"Masterwork",
"medium":"Medium",
"medium-legendary":"Medium Legendary",
"medium-masterwork":"Medium Masterwork",
"medium-uncommon":"Medium Uncommon",
"melee":"Melee",
"melee-attack":"Melee Attack",
"melee-roll":"Melee attack roll",
@@ -72,14 +97,19 @@
"mind-roll":"Mind roll",
"mind-roll-bonus-die":"Mind roll with a Bonus die",
"mind-roll-penalty-die":"Mind roll with a Penalty die",
"misc":"Misc.",
"name":"Name",
"non-player-character":"Non-player Character (NPC)",
"none":"None",
"normally-found":"Normally Found",
"notes":"Notes",
"origin":"Origin",
"player-character":"Player Character (PC)",
"priority":"Priority",
"priority-roll":"Priority roll",
"priority-roll-bonus-die":"Priority roll with a Bonus die",
"priority-roll-penalty-die":"Priority roll with a Penalty die",
"protection":"Protection",
"range-roll":"Ranged attack roll",
"range-roll-bonus-die":"Ranged attack roll with a Bonus die",
"range-roll-penalty-die":"Ranged attack roll with a Penalty die",
@@ -88,15 +118,24 @@
"roll":"Roll",
"roll-armour":"Roll Armour",
"roll-damage":"Roll Damage",
"roll-protection":"Roll Protection",
"shield":"Shield",
"small":"Small",
"special-attack":"Special Attack",
"strength":"Strength",
"strength-roll":"Strength roll",
"strength-roll-bonus-die":"Strength roll with a Bonus die",
"strength-roll-penalty-die":"Strength roll with a Penalty die",
"strengthhalf":"Half-Strength",
"success":"Success!",
"target-defence":"Target's defence",
"tiny":"Tiny",
"traits":"Traits",
"very-large":"Very large",
"very-small":"Very small",
"weapon":"Weapon",
"weapon-attribute":"Damage Attribute",
"weapon-masterwork":"Masterwork weapons reroll any result of 1 when rolling damage.",
"weapons":"Weapons",
"with-bonus-die":"with Bonus Die",
"with-penalty-die":"with Penalty Die"
@@ -5,6 +5,8 @@
"4th":"4th",
"5th":"5th",
"advance":"Advance",
"advance-current":"Current Advance",
"advance-max":"Total gained Advance",
"ag-pen":"Ag.Pen.",
"agility":"Agility",
"agility-penalty":"Agility Penalty",
@@ -21,25 +23,34 @@
"armour":"Armour",
"armour-and-equipment":"Armour &amp; Equipment",
"armour-roll":"Armour roll",
"attack":"Attack",
"attack-roll":"Attack roll",
"attack-roll-bonus-die":"Attack roll with a Bonus die",
"attack-roll-penalty-die":"Attack roll with a Penalty die",
"attributes":"Attributes",
"beast":"Beast",
"beast-character":"Beast (NPC)",
"bonus":"Bonus",
"boon":"Boon",
"boons":"Boons",
"career-rank":"Career rank",
"careers":"Careers",
"colossal":"Colossal",
"combat-abilities":"Combat Abilities",
"d3-half":"d3+Half-Strengh",
"d3-strength":"d3+Strengh",
"d6-half":"d6+Half-Strengh",
"d6-strength":"d6+Strengh",
"d6h-half":"d6H+Half-Strengh",
"d6h-strength":"d6H+Strengh",
"d6l-half":"d6L+Half-Strengh",
"d6l-strength":"d6L+Strengh",
"craft":"Craft",
"craft-points-current":"Current Craft Points",
"craft-points-max":"Maximum Craft Points",
"creature-size":"Creature Size",
"d3":"d3",
"d6":"d6",
"d6h":"d6H",
"d6hb":"d6H Bonus Die",
"d6l":"d6L",
"damage":"Damage",
"damage-dice":"Damage dice",
"damage-reduction":"Damage Reduction",
"defense":"Defense",
"dmg":"Dmg",
"defence":"Defence",
"enormous":"Enormous",
"equipment":"Equipment",
"failure":"Failure",
"fate":"Fate",
@@ -47,12 +58,18 @@
"fate-points-max":"Maximum Fate Points",
"flaw":"Flaw",
"flaws":"Flaws",
"gigantic":"Gigantic",
"heavy":"Heavy",
"heavy-legendary":"Heavy Legendary",
"heavy-masterwork":"Heavy Masterwork",
"heavy-uncommon":"Heavy Uncommon",
"helmet":"Helmet",
"helmet-worn":"Helmet worn",
"hero":"Hero",
"hero-points-current":"Current Hero Points",
"hero-points-max":"Maximum Hero Points",
"huge":"Huge",
"immense":"Immense",
"init-pen":"Init.Pen.",
"initiative":"Initiative",
"initiative-penalty":"Initiative Penalty",
@@ -62,7 +79,15 @@
"lifeblood-points-current":"Current Lifeblood Points",
"lifeblood-points-max":"Maximum Lifeblood Points",
"light":"Light",
"light-legendary":"Light Legendary",
"light-masterwork":"Light Masterwork",
"light-uncommon":"Light Uncommon",
"massive":"Massive",
"masterwork":"Masterwork",
"medium":"Medium",
"medium-legendary":"Medium Legendary",
"medium-masterwork":"Medium Masterwork",
"medium-uncommon":"Medium Uncommon",
"melee":"Melee",
"melee-attack":"Melee Attack",
"melee-roll":"Melee attack roll",
@@ -72,14 +97,19 @@
"mind-roll":"Mind roll",
"mind-roll-bonus-die":"Mind roll with a Bonus die",
"mind-roll-penalty-die":"Mind roll with a Penalty die",
"misc":"Misc.",
"name":"Name",
"non-player-character":"Non-player Character (NPC)",
"none":"None",
"normally-found":"Normally Found",
"notes":"Notes",
"origin":"Origin",
"player-character":"Player Character (PC)",
"priority":"Priority",
"priority-roll":"Priority roll",
"priority-roll-bonus-die":"Priority roll with a Bonus die",
"priority-roll-penalty-die":"Priority roll with a Penalty die",
"protection":"Protection",
"range-roll":"Ranged attack roll",
"range-roll-bonus-die":"Ranged attack roll with a Bonus die",
"range-roll-penalty-die":"Ranged attack roll with a Penalty die",
@@ -88,15 +118,24 @@
"roll":"Roll",
"roll-armour":"Roll Armour",
"roll-damage":"Roll Damage",
"roll-protection":"Roll Protection",
"shield":"Shield",
"small":"Small",
"special-attack":"Special Attack",
"strength":"Strength",
"strength-roll":"Strength roll",
"strength-roll-bonus-die":"Strength roll with a Bonus die",
"strength-roll-penalty-die":"Strength roll with a Penalty die",
"strengthhalf":"Half-Strength",
"success":"Success!",
"target-defence":"Target's defence",
"tiny":"Tiny",
"traits":"Traits",
"very-large":"Very large",
"very-small":"Very small",
"weapon":"Weapon",
"weapon-attribute":"Damage Attribute",
"weapon-masterwork":"Masterwork weapons reroll any result of 1 when rolling damage.",
"weapons":"Weapons",
"with-bonus-die":"with Bonus Die",
"with-penalty-die":"with Penalty Die"
@@ -5,6 +5,8 @@
"4th":"4th",
"5th":"5th",
"advance":"Advance",
"advance-current":"Current Advance",
"advance-max":"Total gained Advance",
"ag-pen":"Ag.Pen.",
"agility":"Agility",
"agility-penalty":"Agility Penalty",
@@ -21,25 +23,34 @@
"armour":"Armour",
"armour-and-equipment":"Armour &amp; Equipment",
"armour-roll":"Armour roll",
"attack":"Attack",
"attack-roll":"Attack roll",
"attack-roll-bonus-die":"Attack roll with a Bonus die",
"attack-roll-penalty-die":"Attack roll with a Penalty die",
"attributes":"Attributes",
"beast":"Beast",
"beast-character":"Beast (NPC)",
"bonus":"Bonus",
"boon":"Boon",
"boons":"Boons",
"career-rank":"Career rank",
"careers":"Careers",
"colossal":"Colossal",
"combat-abilities":"Combat Abilities",
"d3-half":"d3+Half-Strengh",
"d3-strength":"d3+Strengh",
"d6-half":"d6+Half-Strengh",
"d6-strength":"d6+Strengh",
"d6h-half":"d6H+Half-Strengh",
"d6h-strength":"d6H+Strengh",
"d6l-half":"d6L+Half-Strengh",
"d6l-strength":"d6L+Strengh",
"craft":"Craft",
"craft-points-current":"Current Craft Points",
"craft-points-max":"Maximum Craft Points",
"creature-size":"Creature Size",
"d3":"d3",
"d6":"d6",
"d6h":"d6H",
"d6hb":"d6H Bonus Die",
"d6l":"d6L",
"damage":"Damage",
"damage-dice":"Damage dice",
"damage-reduction":"Damage Reduction",
"defense":"Defense",
"dmg":"Dmg",
"defence":"Defence",
"enormous":"Enormous",
"equipment":"Equipment",
"failure":"Failure",
"fate":"Fate",
@@ -47,12 +58,18 @@
"fate-points-max":"Maximum Fate Points",
"flaw":"Flaw",
"flaws":"Flaws",
"gigantic":"Gigantic",
"heavy":"Heavy",
"heavy-legendary":"Heavy Legendary",
"heavy-masterwork":"Heavy Masterwork",
"heavy-uncommon":"Heavy Uncommon",
"helmet":"Helmet",
"helmet-worn":"Helmet worn",
"hero":"Hero",
"hero-points-current":"Current Hero Points",
"hero-points-max":"Maximum Hero Points",
"huge":"Huge",
"immense":"Immense",
"init-pen":"Init.Pen.",
"initiative":"Initiative",
"initiative-penalty":"Initiative Penalty",
@@ -62,7 +79,15 @@
"lifeblood-points-current":"Current Lifeblood Points",
"lifeblood-points-max":"Maximum Lifeblood Points",
"light":"Light",
"light-legendary":"Light Legendary",
"light-masterwork":"Light Masterwork",
"light-uncommon":"Light Uncommon",
"massive":"Massive",
"masterwork":"Masterwork",
"medium":"Medium",
"medium-legendary":"Medium Legendary",
"medium-masterwork":"Medium Masterwork",
"medium-uncommon":"Medium Uncommon",
"melee":"Melee",
"melee-attack":"Melee Attack",
"melee-roll":"Melee attack roll",
@@ -72,14 +97,19 @@
"mind-roll":"Mind roll",
"mind-roll-bonus-die":"Mind roll with a Bonus die",
"mind-roll-penalty-die":"Mind roll with a Penalty die",
"misc":"Misc.",
"name":"Name",
"non-player-character":"Non-player Character (NPC)",
"none":"None",
"normally-found":"Normally Found",
"notes":"Notes",
"origin":"Origin",
"player-character":"Player Character (PC)",
"priority":"Priority",
"priority-roll":"Priority roll",
"priority-roll-bonus-die":"Priority roll with a Bonus die",
"priority-roll-penalty-die":"Priority roll with a Penalty die",
"protection":"Protection",
"range-roll":"Ranged attack roll",
"range-roll-bonus-die":"Ranged attack roll with a Bonus die",
"range-roll-penalty-die":"Ranged attack roll with a Penalty die",
@@ -88,15 +118,24 @@
"roll":"Roll",
"roll-armour":"Roll Armour",
"roll-damage":"Roll Damage",
"roll-protection":"Roll Protection",
"shield":"Shield",
"small":"Small",
"special-attack":"Special Attack",
"strength":"Strength",
"strength-roll":"Strength roll",
"strength-roll-bonus-die":"Strength roll with a Bonus die",
"strength-roll-penalty-die":"Strength roll with a Penalty die",
"strengthhalf":"Half-Strength",
"success":"Success!",
"target-defence":"Target's defence",
"tiny":"Tiny",
"traits":"Traits",
"very-large":"Very large",
"very-small":"Very small",
"weapon":"Weapon",
"weapon-attribute":"Damage Attribute",
"weapon-masterwork":"Masterwork weapons reroll any result of 1 when rolling damage.",
"weapons":"Weapons",
"with-bonus-die":"with Bonus Die",
"with-penalty-die":"with Penalty Die"
@@ -5,6 +5,8 @@
"4th":"4th",
"5th":"5th",
"advance":"Advance",
"advance-current":"Current Advance",
"advance-max":"Total gained Advance",
"ag-pen":"Ag.Pen.",
"agility":"Agility",
"agility-penalty":"Agility Penalty",
@@ -21,25 +23,34 @@
"armour":"Armour",
"armour-and-equipment":"Armour &amp; Equipment",
"armour-roll":"Armour roll",
"attack":"Attack",
"attack-roll":"Attack roll",
"attack-roll-bonus-die":"Attack roll with a Bonus die",
"attack-roll-penalty-die":"Attack roll with a Penalty die",
"attributes":"Attributes",
"beast":"Beast",
"beast-character":"Beast (NPC)",
"bonus":"Bonus",
"boon":"Boon",
"boons":"Boons",
"career-rank":"Career rank",
"careers":"Careers",
"colossal":"Colossal",
"combat-abilities":"Combat Abilities",
"d3-half":"d3+Half-Strengh",
"d3-strength":"d3+Strengh",
"d6-half":"d6+Half-Strengh",
"d6-strength":"d6+Strengh",
"d6h-half":"d6H+Half-Strengh",
"d6h-strength":"d6H+Strengh",
"d6l-half":"d6L+Half-Strengh",
"d6l-strength":"d6L+Strengh",
"craft":"Craft",
"craft-points-current":"Current Craft Points",
"craft-points-max":"Maximum Craft Points",
"creature-size":"Creature Size",
"d3":"d3",
"d6":"d6",
"d6h":"d6H",
"d6hb":"d6H Bonus Die",
"d6l":"d6L",
"damage":"Damage",
"damage-dice":"Damage dice",
"damage-reduction":"Damage Reduction",
"defense":"Defense",
"dmg":"Dmg",
"defence":"Defence",
"enormous":"Enormous",
"equipment":"Equipment",
"failure":"Failure",
"fate":"Fate",
@@ -47,12 +58,18 @@
"fate-points-max":"Maximum Fate Points",
"flaw":"Flaw",
"flaws":"Flaws",
"gigantic":"Gigantic",
"heavy":"Heavy",
"heavy-legendary":"Heavy Legendary",
"heavy-masterwork":"Heavy Masterwork",
"heavy-uncommon":"Heavy Uncommon",
"helmet":"Helmet",
"helmet-worn":"Helmet worn",
"hero":"Hero",
"hero-points-current":"Current Hero Points",
"hero-points-max":"Maximum Hero Points",
"huge":"Huge",
"immense":"Immense",
"init-pen":"Init.Pen.",
"initiative":"Initiative",
"initiative-penalty":"Initiative Penalty",
@@ -62,7 +79,15 @@
"lifeblood-points-current":"Current Lifeblood Points",
"lifeblood-points-max":"Maximum Lifeblood Points",
"light":"Light",
"light-legendary":"Light Legendary",
"light-masterwork":"Light Masterwork",
"light-uncommon":"Light Uncommon",
"massive":"Massive",
"masterwork":"Masterwork",
"medium":"Medium",
"medium-legendary":"Medium Legendary",
"medium-masterwork":"Medium Masterwork",
"medium-uncommon":"Medium Uncommon",
"melee":"Melee",
"melee-attack":"Melee Attack",
"melee-roll":"Melee attack roll",
@@ -72,14 +97,19 @@
"mind-roll":"Mind roll",
"mind-roll-bonus-die":"Mind roll with a Bonus die",
"mind-roll-penalty-die":"Mind roll with a Penalty die",
"misc":"Misc.",
"name":"Name",
"non-player-character":"Non-player Character (NPC)",
"none":"None",
"normally-found":"Normally Found",
"notes":"Notes",
"origin":"Origin",
"player-character":"Player Character (PC)",
"priority":"Priority",
"priority-roll":"Priority roll",
"priority-roll-bonus-die":"Priority roll with a Bonus die",
"priority-roll-penalty-die":"Priority roll with a Penalty die",
"protection":"Protection",
"range-roll":"Ranged attack roll",
"range-roll-bonus-die":"Ranged attack roll with a Bonus die",
"range-roll-penalty-die":"Ranged attack roll with a Penalty die",
@@ -88,15 +118,24 @@
"roll":"Roll",
"roll-armour":"Roll Armour",
"roll-damage":"Roll Damage",
"roll-protection":"Roll Protection",
"shield":"Shield",
"small":"Small",
"special-attack":"Special Attack",
"strength":"Strength",
"strength-roll":"Strength roll",
"strength-roll-bonus-die":"Strength roll with a Bonus die",
"strength-roll-penalty-die":"Strength roll with a Penalty die",
"strengthhalf":"Half-Strength",
"success":"Success!",
"target-defence":"Target's defence",
"tiny":"Tiny",
"traits":"Traits",
"very-large":"Very large",
"very-small":"Very small",
"weapon":"Weapon",
"weapon-attribute":"Damage Attribute",
"weapon-masterwork":"Masterwork weapons reroll any result of 1 when rolling damage.",
"weapons":"Weapons",
"with-bonus-die":"with Bonus Die",
"with-penalty-die":"with Penalty Die"
@@ -5,6 +5,8 @@
"4th":"crwdns29644:0crwdne29644:0",
"5th":"crwdns29645:0crwdne29645:0",
"advance":"crwdns29646:0crwdne29646:0",
"advance-current":"crwdns36009:0crwdne36009:0",
"advance-max":"crwdns36010:0crwdne36010:0",
"ag-pen":"crwdns29647:0crwdne29647:0",
"agility":"crwdns29648:0crwdne29648:0",
"agility-penalty":"crwdns29649:0crwdne29649:0",
@@ -21,25 +23,34 @@
"armour":"crwdns29660:0crwdne29660:0",
"armour-and-equipment":"crwdns29661:0crwdne29661:0",
"armour-roll":"crwdns29662:0crwdne29662:0",
"attack":"crwdns36011:0crwdne36011:0",
"attack-roll":"crwdns36012:0crwdne36012:0",
"attack-roll-bonus-die":"crwdns36013:0crwdne36013:0",
"attack-roll-penalty-die":"crwdns36014:0crwdne36014:0",
"attributes":"crwdns29663:0crwdne29663:0",
"beast":"crwdns36015:0crwdne36015:0",
"beast-character":"crwdns36016:0crwdne36016:0",
"bonus":"crwdns29664:0crwdne29664:0",
"boon":"crwdns29665:0crwdne29665:0",
"boons":"crwdns29666:0crwdne29666:0",
"career-rank":"crwdns29667:0crwdne29667:0",
"careers":"crwdns29668:0crwdne29668:0",
"colossal":"crwdns36017:0crwdne36017:0",
"combat-abilities":"crwdns29669:0crwdne29669:0",
"d3-half":"crwdns29670:0crwdne29670:0",
"d3-strength":"crwdns29671:0crwdne29671:0",
"d6-half":"crwdns29672:0crwdne29672:0",
"d6-strength":"crwdns29673:0crwdne29673:0",
"d6h-half":"crwdns29674:0crwdne29674:0",
"d6h-strength":"crwdns29675:0crwdne29675:0",
"d6l-half":"crwdns29676:0crwdne29676:0",
"d6l-strength":"crwdns29677:0crwdne29677:0",
"craft":"crwdns36018:0crwdne36018:0",
"craft-points-current":"crwdns36019:0crwdne36019:0",
"craft-points-max":"crwdns36020:0crwdne36020:0",
"creature-size":"crwdns36021:0crwdne36021:0",
"d3":"crwdns36022:0crwdne36022:0",
"d6":"crwdns36023:0crwdne36023:0",
"d6h":"crwdns36024:0crwdne36024:0",
"d6hb":"crwdns36025:0crwdne36025:0",
"d6l":"crwdns36026:0crwdne36026:0",
"damage":"crwdns29678:0crwdne29678:0",
"damage-dice":"crwdns36027:0crwdne36027:0",
"damage-reduction":"crwdns29679:0crwdne29679:0",
"defense":"crwdns29680:0crwdne29680:0",
"dmg":"crwdns29681:0crwdne29681:0",
"defence":"crwdns36028:0crwdne36028:0",
"enormous":"crwdns36029:0crwdne36029:0",
"equipment":"crwdns29682:0crwdne29682:0",
"failure":"crwdns29683:0crwdne29683:0",
"fate":"crwdns29684:0crwdne29684:0",
@@ -47,12 +58,18 @@
"fate-points-max":"crwdns29686:0crwdne29686:0",
"flaw":"crwdns29687:0crwdne29687:0",
"flaws":"crwdns29688:0crwdne29688:0",
"gigantic":"crwdns36030:0crwdne36030:0",
"heavy":"crwdns29689:0crwdne29689:0",
"heavy-legendary":"crwdns36031:0crwdne36031:0",
"heavy-masterwork":"crwdns36032:0crwdne36032:0",
"heavy-uncommon":"crwdns36033:0crwdne36033:0",
"helmet":"crwdns29690:0crwdne29690:0",
"helmet-worn":"crwdns29691:0crwdne29691:0",
"hero":"crwdns29692:0crwdne29692:0",
"hero-points-current":"crwdns29693:0crwdne29693:0",
"hero-points-max":"crwdns29694:0crwdne29694:0",
"huge":"crwdns36034:0crwdne36034:0",
"immense":"crwdns36035:0crwdne36035:0",
"init-pen":"crwdns29695:0crwdne29695:0",
"initiative":"crwdns29696:0crwdne29696:0",
"initiative-penalty":"crwdns29697:0crwdne29697:0",
@@ -62,7 +79,15 @@
"lifeblood-points-current":"crwdns29701:0crwdne29701:0",
"lifeblood-points-max":"crwdns29702:0crwdne29702:0",
"light":"crwdns29703:0crwdne29703:0",
"light-legendary":"crwdns36036:0crwdne36036:0",
"light-masterwork":"crwdns36037:0crwdne36037:0",
"light-uncommon":"crwdns36038:0crwdne36038:0",
"massive":"crwdns36039:0crwdne36039:0",
"masterwork":"crwdns36040:0crwdne36040:0",
"medium":"crwdns29704:0crwdne29704:0",
"medium-legendary":"crwdns36041:0crwdne36041:0",
"medium-masterwork":"crwdns36042:0crwdne36042:0",
"medium-uncommon":"crwdns36043:0crwdne36043:0",
"melee":"crwdns29705:0crwdne29705:0",
"melee-attack":"crwdns29706:0crwdne29706:0",
"melee-roll":"crwdns29707:0crwdne29707:0",
@@ -72,14 +97,19 @@
"mind-roll":"crwdns29711:0crwdne29711:0",
"mind-roll-bonus-die":"crwdns29712:0crwdne29712:0",
"mind-roll-penalty-die":"crwdns29713:0crwdne29713:0",
"misc":"crwdns36044:0crwdne36044:0",
"name":"crwdns29714:0crwdne29714:0",
"non-player-character":"crwdns36045:0crwdne36045:0",
"none":"crwdns29715:0crwdne29715:0",
"normally-found":"crwdns36046:0crwdne36046:0",
"notes":"crwdns29716:0crwdne29716:0",
"origin":"crwdns29717:0crwdne29717:0",
"player-character":"crwdns36047:0crwdne36047:0",
"priority":"crwdns29718:0crwdne29718:0",
"priority-roll":"crwdns29719:0crwdne29719:0",
"priority-roll-bonus-die":"crwdns29720:0crwdne29720:0",
"priority-roll-penalty-die":"crwdns29721:0crwdne29721:0",
"protection":"crwdns36048:0crwdne36048:0",
"range-roll":"crwdns29722:0crwdne29722:0",
"range-roll-bonus-die":"crwdns29723:0crwdne29723:0",
"range-roll-penalty-die":"crwdns29724:0crwdne29724:0",
@@ -88,15 +118,24 @@
"roll":"crwdns29727:0crwdne29727:0",
"roll-armour":"crwdns29728:0crwdne29728:0",
"roll-damage":"crwdns29729:0crwdne29729:0",
"roll-protection":"crwdns36049:0crwdne36049:0",
"shield":"crwdns29730:0crwdne29730:0",
"small":"crwdns29731:0crwdne29731:0",
"special-attack":"crwdns36050:0crwdne36050:0",
"strength":"crwdns29732:0crwdne29732:0",
"strength-roll":"crwdns29733:0crwdne29733:0",
"strength-roll-bonus-die":"crwdns29734:0crwdne29734:0",
"strength-roll-penalty-die":"crwdns29735:0crwdne29735:0",
"strengthhalf":"crwdns36051:0crwdne36051:0",
"success":"crwdns29736:0crwdne29736:0",
"target-defence":"crwdns29737:0crwdne29737:0",
"target-defence":"crwdns36052:0crwdne36052:0",
"tiny":"crwdns36053:0crwdne36053:0",
"traits":"crwdns36054:0crwdne36054:0",
"very-large":"crwdns36055:0crwdne36055:0",
"very-small":"crwdns36056:0crwdne36056:0",
"weapon":"crwdns29738:0crwdne29738:0",
"weapon-attribute":"crwdns36057:0crwdne36057:0",
"weapon-masterwork":"crwdns36058:0crwdne36058:0",
"weapons":"crwdns29739:0crwdne29739:0",
"with-bonus-die":"crwdns29740:0crwdne29740:0",
"with-penalty-die":"crwdns29741:0crwdne29741:0"
@@ -1,14 +1,30 @@
**Basic Fantasy Roleplaying Game Sheet**
This is a character sheet for use on Roll20.net with the Basic Fantasy Roleplaying Game core and some optional supplements.
**Features**
This version of the sheet incorporates roll templates, autocalculation of AC, and most other derived values. It does not require access to features of the Dev server or the API. It includes support for play with most of the optional supplements. This sheet is not compatible with the original Basic Fantasy sheet due to additional fields and naming convention.
**Changelog**
October 15 – Felt it was finished enough to post in the github for it's initial pull
November 12 - Fixed attack bonus calculations and armor class calculations. Redesigned the Armor class section in the combat tab.
November 13 - Added no to the turn undead / befriend animal drop down to represent no ability.
November 16 - Fixed a misname on a fieldset.
November 18 - Fixed field calulation in spell damage, Fixed field display in range attack, Changed Dexterity bonus in range attack to a drop down menu for ability modifier selection. This will allow strength based range attack, Int based magical attack, and standard Dexterity based attacks.
November 19 - Fixed Basic ability formula, range modifiers. Was backwards.
November 21 - Fixed the coin weight formula.
**Credit Where Credit is Due**
The CSS and much of the layout is lifted from the work of allenmaher's BECMI sheet who lifted the excellent work of John Myles (@Actoba on roll20) and the 5e Dungeons and Dragons sheet.
**Basic Fantasy Roleplaying Game Sheet**
This is a character sheet for use on Roll20.net with the Basic Fantasy Roleplaying Game core and some optional supplements.
**Features**
This version of the sheet incorporates roll templates, autocalculation of AC, and most other derived values. It does not require access to features of the Dev server or the API. It includes support for play with most of the optional supplements. This sheet is not compatible with the original Basic Fantasy sheet due to additional fields and naming convention.
**Changelog**
**2016**
October 15 – Felt it was finished enough to post in the github for it's initial pull
November 12 - Fixed attack bonus calculations and armor class calculations. Redesigned the Armor class section in the combat tab.
November 13 - Added no to the turn undead / befriend animal drop down to represent no ability.
November 16 - Fixed a misname on a fieldset.
November 18 - Fixed field calulation in spell damage, Fixed field display in range attack, Changed Dexterity bonus in range attack to a drop down menu for ability modifier selection. This will allow strength based range attack, Int based magical attack, and standard Dexterity based attacks.
November 19 - Fixed Basic ability formula, range modifiers. Was backwards.
November 21 - Fixed the coin weight formula.
**2017**
Janaury 11 - Shifted weapon specialization down to combat section, editted wording on dice rolls, editted attribute modifiers so they do not show all the math but just results, editted secondary skills to include a modifier input, editted class skills to apply attribute mods to skill score instead of roll. Working on autocalculation for the encumbrance (code not included in this revision due to not working).
**Credit Where Credit is Due**
The CSS and much of the layout is lifted from the work of allenmaher's BECMI sheet who lifted the excellent work of John Myles (@Actoba on roll20) and the 5e Dungeons and Dragons sheet.
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@@ -3,6 +3,6 @@
"css": "bfrpgsheet-expanded.css",
"authors": "Pat Stubbs",
"roll20userid": "32262",
"preview": "bfrpgsheet-expanded-preview.png",
"instructions": "This sheet is for The Basic Fantasy Roleplaying Game (BFRPG). It supports the core rules and most of the optional rules. It does not currently support automatic encumbrance calculations, yet."
"preview": "bfrpgsheet-expanded-preview.jpg",
"instructions": "This sheet is for The Basic Fantasy Roleplaying Game (http://www.basicfantasy.org/index.html). It supports the core rules and most of the optional rule supplements. It does not currently support automatic encumbrance calculations, yet."
}
+2 -2
View File
@@ -1,6 +1,6 @@
{
"html": "Call_of_Cthulhu_V6.html",
"css": "Call_of_Cthulhu_V6.css",
"html": "call_of_cthulhu_v6.html",
"css": "call_of_cthulhu_v6.css",
"authors": "PadRpg",
"roll20userid": "173154",
"preview": "call_of_cthulhu_v6.jpg",
+92 -92
View File
@@ -1,77 +1,77 @@
<div class='sheet-2colrow'>
<div class='sheet-col'>
<h4 class="section-head">Investigator Info</h4>
<h4 class="section-head" data-i18n="investigatorinfo-u">Investigator Info</h4>
<div class="section">
<table style="width:100%">
<tr>
<td>Name </td>
<td data-i18n="name-u">Name </td>
<td colspan="3"><input type="text" name="attr_name" style="width:100%"></td>
</tr>
<tr>
<td>Player </td>
<td data-i18n="player-u">Player </td>
<td colspan="3"><input type="text" name="attr_player" style="width:100%"></td>
</tr>
<tr>
<td>Occupation </td>
<td data-i18n="occupation-u">Occupation </td>
<td colspan="3"><input type="text" name="attr_occupation" style="width:100%"></td>
</tr>
<tr>
<td>Age </td>
<td data-i18n="age-u">Age </td>
<td><input type="text" name="attr_age" style="width:100%"></td>
<td>Sex </td>
<td data-i18n="sex-u">Sex </td>
<td><input type="text" name="attr_sex" style="width:100%"></td>
</tr>
<tr>
<td>Residence </td>
<td data-i18n="residence-u">Residence </td>
<td colspan="3"><input type="text" name="attr_residence" style="width:100%"></td>
</tr>
<tr>
<td>Birthplace </td>
<td data-i18n="birthplace-u">Birthplace </td>
<td colspan="3"><input type="text" name="attr_birthplace" style="width:100%"></td>
</tr>
</table>
</div>
</div>
<div class='sheet-col'>
<h4 class="section-head">Characteristics</h4>
<h4 class="section-head" data-i18n="characteristics-u">Characteristics</h4>
<div class="section">
<table style="width:100%">
<tr>
<td class="attr-label" ><strong>STR</strong></td>
<td class="attr-label" ><strong data-i18n="STR-u">STR</strong></td>
<td><input class="attr-input" type="text" name="attr_str" value="50"/></td>
<td class="attr-roll" ><button type='roll' value='&{template:coc} {{name=STR Roll}} {{success=[[@{str}]]}} {{hard=[[floor(@{str}/2)]]}} {{extreme=[[floor(@{str}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_str_check' /></td>
<td> </td>
<td class="attr-label"><strong>DEX</strong></td>
<td class="attr-label" ><strong data-i18n="DEX-u">DEX</strong></td>
<td><input class="attr-input" type="text" name="attr_dex" value="50"/></td>
<td class="attr-roll" ><button type='roll' value='&{template:coc} {{name=DEX Roll}} {{success=[[@{dex}]]}} {{hard=[[floor(@{dex}/2)]]}} {{extreme=[[floor(@{dex}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_dex_check' /></td>
<td> </td>
<td class="attr-label"><strong>POW</strong></td>
<td class="attr-label"><strong data-i18n="POW-u">POW</strong></td>
<td><input class="attr-input" type="text" name="attr_pow" value="50"/></td>
<td class="attr-roll" ><button type='roll' value='&{template:coc} {{name=POW Roll}} {{success=[[@{pow}]]}} {{hard=[[floor(@{pow}/2)]]}} {{extreme=[[floor(@{pow}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_pow_check' /></td>
</tr>
<tr>
<td class="attr-label" ><strong>CON</strong></td>
<td class="attr-label" ><strong data-i18n="CON-u">CON</strong></td>
<td><input class="attr-input" type="text" name="attr_con" value="50"/></td>
<td class="attr-roll" ><button type='roll' value='&{template:coc} {{name=CON Roll}} {{success=[[@{con}]]}} {{hard=[[floor(@{con}/2)]]}} {{extreme=[[floor(@{con}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_con_check' /></td>
<td> </td>
<td class="attr-label"><strong>APP</strong></td>
<td class="attr-label"><strong data-i18n="APP-u">APP</strong></td>
<td><input class="attr-input" type="text" name="attr_app" value="50"/></td>
<td class="attr-roll" ><button type='roll' value='&{template:coc} {{name=APP Roll}} {{success=[[@{app}]]}} {{hard=[[floor(@{app}/2)]]}} {{extreme=[[floor(@{app}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_app_check' /></td>
<td> </td>
<td class="attr-label"><strong>EDU</strong></td>
<td class="attr-label"><strong data-i18n="EDU-u">EDU</strong></td>
<td><input class="attr-input" type="text" name="attr_edu" value="50"/></td>
<td class="attr-roll" ><button type='roll' value='&{template:coc} {{name=EDU Roll}} {{success=[[@{edu}]]}} {{hard=[[floor(@{edu}/2)]]}} {{extreme=[[floor(@{edu}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_edu_check' /></td>
</tr>
<tr>
<td class="attr-label" ><strong>SIZ</strong></td>
<td class="attr-label" ><strong data-i18n="SIZ-u">SIZ</strong></td>
<td><input class="attr-input" type="text" name="attr_siz" value="50"/></td>
<td class="attr-roll" ><button type='roll' value='&{template:coc} {{name=SIZ Roll}} {{success=[[@{siz}]]}} {{hard=[[floor(@{siz}/2)]]}} {{extreme=[[floor(@{siz}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_siz_check' /></td>
<td> </td>
<td class="attr-label"><strong>INT</strong></td>
<td class="attr-label"><strong data-i18n="INT-u">INT</strong></td>
<td><input class="attr-input" type="text" name="attr_int" value="50"/></td>
<td class="attr-roll" ><button type='roll' value='&{template:coc} {{name=INT Roll}} {{success=[[@{int}]]}} {{hard=[[floor(@{int}/2)]]}} {{extreme=[[floor(@{int}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_int_check' /></td>
<td> </td>
<td class="attr-label"><strong>Move rate</strong></td>
<td class="attr-label"><strong data-i18n="Move rate-u">Move rate</strong></td>
<td><input class="attr-input" type="text" name="attr_mov"/></td>
<td class="attr-roll" ></td>
</tr>
@@ -81,7 +81,7 @@
</div>
<div class='sheet-3colrow'>
<div class="sheet-col">
<h4 class="section-head">Hit Points</h4>
<h4 class="section-head" data-i18n="HP-u">Hit Points</h4>
<div class="section">
<table style="width:100%">
<tr>
@@ -95,15 +95,15 @@
</tr>
<tr>
<td colspan="2">
<input type="checkbox" value="1" name="attr_major_wound"> Major Wound
<input type="checkbox" value="1" name="attr_major_wound" data-i18n="majorwound-u"> Major Wound
</td>
<td colspan="2">
<input type="checkbox" value="5" name="attr_pulp_hp"> Pulp HP
<input type="checkbox" value="5" name="attr_pulp_hp" data-i18n="pulphp-u"> Pulp HP
</td>
</tr>
</table>
</div>
<h4 class="section-head">Luck</h4>
<h4 class="section-head" data-i18n="luck-u">Luck</h4>
<div class="section">
<table style="width:100%">
<tr>
@@ -120,7 +120,7 @@
<div class="sheet-col">
<div style="text-align:center"><img src="http://i.imgur.com/Gq98aWD.png" alt="Call of Cthulhu"></div>
<div style="width:50%;float:left">
<h4 class="section-head">Damage Bonus</h4>
<h4 class="section-head" data-i18n="damagebonus-u">Damage Bonus</h4>
<div class="section">
<select style="width:100%;" name="attr_damage_bonus">
<option value="-2">-2</option>
@@ -141,14 +141,14 @@
</div>
</div>
<div style="width:50%;float:left">
<h4 class="section-head">Build</h4>
<h4 class="section-head" data-i18n="build-u">Build</h4>
<div class="section">
<input class="secondary-attr-input" type="text" name="attr_build">
</div>
</div>
</div>
<div class="sheet-col">
<h4 class="section-head">Sanity</h4>
<h4 class="section-head" data-i18n="sanity-u">Sanity</h4>
<div class="section">
<table style="width:100%">
<tr>
@@ -169,15 +169,15 @@
</tr>
<tr>
<td colspan="4">
<input type="checkbox" value="1" name="attr_temp_insane"> Temp. Insane
<input type="checkbox" value="1" name="attr_temp_insane" data-i18n="tempinsane-u"> Temp. Insane
</td>
<td colspan="4">
<input type="checkbox" value="1" name="attr_indef_insane"> Indef. Insane
<input type="checkbox" value="1" name="attr_indef_insane" data-i18n="indefinsane-u"> Indef. Insane
</td>
</tr>
</table>
</div>
<h4 class="section-head">Magic Points</h4>
<h4 class="section-head" data-i18n="magicpoints-u">Magic Points</h4>
<div class="section">
<table style="width:100%">
<tr>
@@ -194,115 +194,115 @@
</div>
</div>
<div class='sheet-3colrow'>
<h4 class="section-head">Investigator Skills</h4>
<h4 class="section-head" data-i18n="investigatorskills-u">Investigator Skills</h4>
<div class="sheet-section">
<div class="sheet-col">
<table style="width: 100%">
<tr>
<td><input type="checkbox" name="attr_accounting_checkbox"></td>
<td class="skill-label">Accounting(05%)</td>
<td class="skill-label" data-i18n="accounting-u">Accounting(05%)</td>
<td><input class="skill-input" type="text" name="attr_accounting" value="5"/></td>
<td><button type='roll' value='&{template:coc} {{name=Accounting Roll}} {{success=[[@{accounting}]]}} {{hard=[[floor(@{accounting}/2)]]}} {{extreme=[[floor(@{accounting}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_accounting_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_anthropology_checkbox"></td>
<td class="skill-label">Anthropology(01%)</td>
<td class="skill-label" data-i18n="anthropology-u">Anthropology(01%)</td>
<td><input class="skill-input" type="text" name="attr_anthropology" value="1"/></td>
<td><button type='roll' value='&{template:coc} {{name=Anthropology Roll}} {{success=[[@{anthropology}]]}} {{hard=[[floor(@{anthropology}/2)]]}} {{extreme=[[floor(@{anthropology}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_anthropology_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_appraise_checkbox"></td>
<td class="skill-label">Appraise(05%)</td>
<td class="skill-label" data-i18n="appraise-u">Appraise(05%)</td>
<td><input class="skill-input" type="text" name="attr_appraise" value="5"/></td>
<td><button type='roll' value='&{template:coc} {{name=Appraise Roll}} {{success=[[@{appraise}]]}} {{hard=[[floor(@{appraise}/2)]]}} {{extreme=[[floor(@{appraise}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_appraise_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_archaeology_checkbox"></td>
<td class="skill-label">Archaeology(01%)</td>
<td class="skill-label" data-i18n="archaeology-u">Archaeology(01%)</td>
<td><input class="skill-input" type="text" name="attr_archaeology" value="1"/></td>
<td><button type='roll' value='&{template:coc} {{name=Archaeology Roll}} {{success=[[@{archaeology}]]}} {{hard=[[floor(@{archaeology}/2)]]}} {{extreme=[[floor(@{archaeology}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_archaeology_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_charm_checkbox"></td>
<td class="skill-label">Charm(15%)</td>
<td class="skill-label" data-i18n="charm-u">Charm(15%)</td>
<td><input class="skill-input" type="text" name="attr_charm" value="15"/></td>
<td><button type='roll' value='&{template:coc} {{name=Charm Roll}} {{success=[[@{charm}]]}} {{hard=[[floor(@{charm}/2)]]}} {{extreme=[[floor(@{charm}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_charm_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_climb_checkbox"></td>
<td class="skill-label">Climb(20%)</td>
<td class="skill-label" data-i18n="climb-u">Climb(20%)</td>
<td><input class="skill-input" type="text" name="attr_climb" value="20"/></td>
<td><button type='roll' value='&{template:coc} {{name=Climb Roll}} {{success=[[@{climb}]]}} {{hard=[[floor(@{climb}/2)]]}} {{extreme=[[floor(@{climb}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_climb_check' /></td>
</tr>
<tr>
<td></td>
<td class="skill-label">Credit Rating(00%)</td>
<td class="skill-label" data-i18n="creditrating-u">Credit Rating(00%)</td>
<td><input class="skill-input" type="text" name="attr_credit_rating" /></td>
<td><button type='roll' value='&{template:coc} {{name=Credit Rating Roll}} {{success=[[@{credit_rating}]]}} {{hard=[[floor(@{credit_rating}/2)]]}} {{extreme=[[floor(@{credit_rating}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_credit_rating_check' /></td>
</tr>
<tr>
<td></td>
<td class="skill-label">Cthulhu Mythos(00%)</td>
<td class="skill-label" data-i18n="cthulhumythos-u">Cthulhu Mythos(00%)</td>
<td><input class="skill-input" type="text" name="attr_cthulhu_mythos" value="0"/></td>
<td><button type='roll' value='&{template:coc} {{name=Cthulhu Mythos Roll}} {{success=[[@{cthulhu_mythos}]]}} {{hard=[[floor(@{cthulhu_mythos}/2)]]}} {{extreme=[[floor(@{cthulhu_mythos}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_cthulhu_mythos_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_disguise_checkbox"></td>
<td class="skill-label">Disguise(05%)</td>
<td class="skill-label" data-i18n="disguise-u">Disguise(05%)</td>
<td><input class="skill-input" type="text" name="attr_disguise" value="5"/></td>
<td><button type='roll' value='&{template:coc} {{name=Disguise Roll}} {{success=[[@{disguise}]]}} {{hard=[[floor(@{disguise}/2)]]}} {{extreme=[[floor(@{disguise}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_disguise_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_dodge_checkbox"></td>
<td class="skill-label">Dodge(half DEX)</td>
<td class="skill-label" data-i18n="dodge-u">Dodge(half DEX)</td>
<td><input class="skill-input" type="text" name="attr_dodge" /></td>
<td><button type='roll' value='&{template:coc} {{name=Dodge Roll}} {{success=[[@{dodge}]]}} {{hard=[[floor(@{dodge}/2)]]}} {{extreme=[[floor(@{dodge}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_dodge_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_drive_auto_checkbox"></td>
<td class="skill-label">Drive Auto(20%)</td>
<td class="skill-label" data-i18n="driveauto-u">Drive Auto(20%)</td>
<td><input class="skill-input" type="text" name="attr_drive_auto" value="20"/></td>
<td><button type='roll' value='&{template:coc} {{name=Drive Auto Roll}} {{success=[[@{drive_auto}]]}} {{hard=[[floor(@{drive_auto}/2)]]}} {{extreme=[[floor(@{drive_auto}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_drive_auto_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_elec_repair_checkbox"></td>
<td class="skill-label">Elec Repair(10%)</td>
<td class="skill-label" data-i18n="elecrepair-u">Elec Repair(10%)</td>
<td><input class="skill-input" type="text" name="attr_elec_repair" value="10"/></td>
<td><button type='roll' value='&{template:coc} {{name=Elec. Repair Roll}} {{success=[[@{elec_repair}]]}} {{hard=[[floor(@{elec_repair}/2)]]}} {{extreme=[[floor(@{elec_repair}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_elec_repair_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_fast_talk_checkbox"></td>
<td class="skill-label">Fast Talk(05%)</td>
<td class="skill-label" data-i18n="fasttalk-u">Fast Talk(05%)</td>
<td><input class="skill-input" type="text" name="attr_fast_talk" value="5"/></td>
<td><button type='roll' value='&{template:coc} {{name=Fast Talk Roll}} {{success=[[@{fast_talk}]]}} {{hard=[[floor(@{fast_talk}/2)]]}} {{extreme=[[floor(@{fast_talk}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_fast_talk_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_fighting_brawl_checkbox"></td>
<td class="skill-label">Fighting(Brawl)(25%)</td>
<td class="skill-label" data-i18n="fighting(brawl)-u">Fighting(Brawl)(25%)</td>
<td><input class="skill-input" type="text" name="attr_fighting_brawl" value="25"/></td>
<td><button type='roll' value='&{template:coc} {{name=Fightning(Brawl) Roll}} {{success=[[@{fighting_brawl}]]}} {{hard=[[floor(@{fighting_brawl}/2)]]}} {{extreme=[[floor(@{fighting_brawl}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_fighting_brawl_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_firearms_handgun_checkbox"></td>
<td class="skill-label">Firearms(HG)(20%)</td>
<td class="skill-label" data-i18n="firearms(hg)-u">Firearms(HG)(20%)</td>
<td><input class="skill-input" type="text" name="attr_firearms_handgun" value="20"/></td>
<td><button type='roll' value='&{template:coc} {{name=Firearms(HG) Roll}} {{success=[[@{firearms_handgun}]]}} {{hard=[[floor(@{firearms_handgun}/2)]]}} {{extreme=[[floor(@{firearms_handgun}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_firearms_handgun_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_firearms_rifle_checkbox"></td>
<td class="skill-label">Firearms(R/S)(25%)</td>
<td class="skill-label" data-i18n="firearms(r/s)">Firearms(R/S)(25%)</td>
<td><input class="skill-input" type="text" name="attr_firearms_rifle" value="25"/></td>
<td><button type='roll' value='&{template:coc} {{name=Firearms(R/S) Roll}} {{success=[[@{firearms_rifle}]]}} {{hard=[[floor(@{firearms_rifle}/2)]]}} {{extreme=[[floor(@{firearms_rifle}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_firearms_rifle_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_first_aid_checkbox"></td>
<td class="skill-label">First Aid(30%)</td>
<td class="skill-label" data-i18n="firstaid-u">First Aid(30%)</td>
<td><input class="skill-input" type="text" name="attr_first_aid" value="30"/></td>
<td><button type='roll' value='&{template:coc} {{name=First Aid Roll}} {{success=[[@{first_aid}]]}} {{hard=[[floor(@{first_aid}/2)]]}} {{extreme=[[floor(@{first_aid}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_first_aid_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_history_checkbox"></td>
<td class="skill-label">History(05%)</td>
<td class="skill-label" data-i18n="history-u">History(05%)</td>
<td><input class="skill-input" type="text" name="attr_history" value="5"/></td>
<td><button type='roll' value='&{template:coc} {{name=History Roll}} {{success=[[@{history}]]}} {{hard=[[floor(@{history}/2)]]}} {{extreme=[[floor(@{history}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_history_check' /></td>
</tr>
@@ -312,109 +312,109 @@
<table style="width:100%">
<tr>
<td><input type="checkbox" name="attr_intimidate_checkbox"></td>
<td class="skill-label">Intimidate(15%)</td>
<td class="skill-label" data-i18n="intimidate-u">Intimidate(15%)</td>
<td><input class="skill-input" type="text" name="attr_intimidate" value="15"/></td>
<td><button type='roll' value='&{template:coc} {{name=Intimidate Roll}} {{success=[[@{intimidate}]]}} {{hard=[[floor(@{intimidate}/2)]]}} {{extreme=[[floor(@{intimidate}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_intimidate_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_jump_checkbox"></td>
<td class="skill-label">Jump(20%)</td>
<td class="skill-label" data-i18n="jump-u">Jump(20%)</td>
<td><input class="skill-input" type="text" name="attr_jump" value="20"/></td>
<td><button type='roll' value='&{template:coc} {{name=Jump Roll}} {{success=[[@{jump}]]}} {{hard=[[floor(@{jump}/2)]]}} {{extreme=[[floor(@{jump}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_jump_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_language_own_checkbox"></td>
<td class="skill-label">Language(Own)(EDU)</td>
<td class="skill-label" data-i18n="language(own)-u">Language(Own)(EDU)</td>
<td><input class="skill-input" type="text" name="attr_language_own" /></td>
<td><button type='roll' value='&{template:coc} {{name=Language(Own) Roll}} {{success=[[@{language_own}]]}} {{hard=[[floor(@{language_own}/2)]]}} {{extreme=[[floor(@{language_own}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_language_own_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_law_checkbox"></td>
<td class="skill-label">Law(05%)</td>
<td class="skill-label" data-i18n="law-u">Law(05%)</td>
<td><input class="skill-input" type="text" name="attr_law" value="5"/></td>
<td><button type='roll' value='&{template:coc} {{name=Law Roll}} {{success=[[@{law}]]}} {{hard=[[floor(@{law}/2)]]}} {{extreme=[[floor(@{law}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_law_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_library_use_checkbox"></td>
<td class="skill-label">Library Use(20%)</td>
<td class="skill-label" data-i18n="libraryuse-u">Library Use(20%)</td>
<td><input class="skill-input" type="text" name="attr_library_use" value="20"/></td>
<td><button type='roll' value='&{template:coc} {{name=Library Use Roll}} {{success=[[@{library_use}]]}} {{hard=[[floor(@{library_use}/2)]]}} {{extreme=[[floor(@{library_use}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_library_use_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_listen_checkbox"></td>
<td class="skill-label">Listen(20%)</td>
<td class="skill-label" data-i18n="listen-u">Listen(20%)</td>
<td><input class="skill-input" type="text" name="attr_listen" value="20"/></td>
<td><button type='roll' value='&{template:coc} {{name=Listen Roll}} {{success=[[@{listen}]]}} {{hard=[[floor(@{listen}/2)]]}} {{extreme=[[floor(@{listen}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_listen_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_locksmith_checkbox"></td>
<td class="skill-label">Locksmith(01%)</td>
<td class="skill-label" data-i18n="locksmith-u">Locksmith(01%)</td>
<td><input class="skill-input" type="text" name="attr_locksmith" value="1"/></td>
<td><button type='roll' value='&{template:coc} {{name=Locksmith Roll}} {{success=[[@{locksmith}]]}} {{hard=[[floor(@{locksmith}/2)]]}} {{extreme=[[floor(@{locksmith}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_locksmith_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_mech_repair_checkbox"></td>
<td class="skill-label">Mech Repair(10%)</td>
<td class="skill-label" data-i18n="mechrepair-u">Mech Repair(10%)</td>
<td><input class="skill-input" type="text" name="attr_mech_repair" value="10"/></td>
<td><button type='roll' value='&{template:coc} {{name=Mech. Repair Roll}} {{success=[[@{mech_repair}]]}} {{hard=[[floor(@{mech_repair}/2)]]}} {{extreme=[[floor(@{mech_repair}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_mech_repair_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_medicine_checkbox"></td>
<td class="skill-label">Medicine(01%)</td>
<td class="skill-label" data-i18n="medicine-u">Medicine(01%)</td>
<td><input class="skill-input" type="text" name="attr_medicine" value="1"/></td>
<td><button type='roll' value='&{template:coc} {{name=Medicine Roll}} {{success=[[@{medicine}]]}} {{hard=[[floor(@{medicine}/2)]]}} {{extreme=[[floor(@{medicine}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_medicine_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_natural_world_checkbox"></td>
<td class="skill-label">Natural World(10%)</td>
<td class="skill-label" data-i18n="naturalworld-u">Natural World(10%)</td>
<td><input class="skill-input" type="text" name="attr_natural_world" value="10"/></td>
<td><button type='roll' value='&{template:coc} {{name=Natural World Roll}} {{success=[[@{natural_world}]]}} {{hard=[[floor(@{natural_world}/2)]]}} {{extreme=[[floor(@{natural_world}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_natural_world_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_navigate_checkbox"></td>
<td class="skill-label">Navigate(10%)</td>
<td class="skill-label" data-i18n="navigate-u">Navigate(10%)</td>
<td><input class="skill-input" type="text" name="attr_navigate" value="10"/></td>
<td><button type='roll' value='&{template:coc} {{name=Navigate Roll}} {{success=[[@{navigate}]]}} {{hard=[[floor(@{navigate}/2)]]}} {{extreme=[[floor(@{navigate}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_navigate_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_occult_checkbox"></td>
<td class="skill-label">Occult(05%)</td>
<td class="skill-label" data-i18n="occult-u">Occult(05%)</td>
<td><input class="skill-input" type="text" name="attr_occult" value="5"/></td>
<td><button type='roll' value='&{template:coc} {{name=Occult Roll}} {{success=[[@{occult}]]}} {{hard=[[floor(@{occult}/2)]]}} {{extreme=[[floor(@{occult}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_occult_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_op_hv_machine_checkbox"></td>
<td class="skill-label">Op Hv Machine(01%)</td>
<td class="skill-label" data-i18n="ophvmachine-u">Op Hv Machine(01%)</td>
<td><input class="skill-input" type="text" name="attr_op_hv_machine" value="1"/></td>
<td><button type='roll' value='&{template:coc} {{name=Op. Hv. Machine Roll}} {{success=[[@{op_hv_machine}]]}} {{hard=[[floor(@{op_hv_machine}/2)]]}} {{extreme=[[floor(@{op_hv_machine}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_op_hv_machine_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_persuade_checkbox"></td>
<td class="skill-label">Persuade(10%)</td>
<td class="skill-label" data-i18n="persuade-u">Persuade(10%)</td>
<td><input class="skill-input" type="text" name="attr_persuade" value="10"/></td>
<td><button type='roll' value='&{template:coc} {{name=Persuade Roll}} {{success=[[@{persuade}]]}} {{hard=[[floor(@{persuade}/2)]]}} {{extreme=[[floor(@{persuade}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_persuade_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_psychology_checkbox"></td>
<td class="skill-label">Psychology(10%)</td>
<td class="skill-label" data-i18n="psychology-u">Psychology(10%)</td>
<td><input class="skill-input" type="text" name="attr_psychology" value="10"/></td>
<td><button type='roll' value='&{template:coc} {{name=Psychology Roll}} {{success=[[@{psychology}]]}} {{hard=[[floor(@{psychology}/2)]]}} {{extreme=[[floor(@{psychology}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_psychology_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_psychoanalysis_checkbox"></td>
<td class="skill-label">Psychoanalysis(01%)</td>
<td class="skill-label" data-i18n="psychoanalysis-u">Psychoanalysis(01%)</td>
<td><input class="skill-input" type="text" name="attr_psychoanalysis" value="1"/></td>
<td><button type='roll' value='&{template:coc} {{name=Psychoanalysis Roll}} {{success=[[@{psychoanalysis}]]}} {{hard=[[floor(@{psychoanalysis}/2)]]}} {{extreme=[[floor(@{psychoanalysis}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_psychoanalysis_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_ride_checkbox"></td>
<td class="skill-label">Ride(05%)</td>
<td class="skill-label" data-i18n="ride-u">Ride(05%)</td>
<td><input class="skill-input" type="text" name="attr_ride" value="5"/></td>
<td><button type='roll' value='&{template:coc} {{name=Ride Roll}} {{success=[[@{ride}]]}} {{hard=[[floor(@{ride}/2)]]}} {{extreme=[[floor(@{ride}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_ride_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_sleight_of_hand_checkbox"></td>
<td class="skill-label">Sleight of Hand(10%)</td>
<td class="skill-label" data-i18n="sleightofhand-u">Sleight of Hand(10%)</td>
<td><input class="skill-input" type="text" name="attr_sleight_of_hand" value="10"/></td>
<td><button type='roll' value='&{template:coc} {{name=Sleight of Hand Roll}} {{success=[[@{sleight_of_hand}]]}} {{hard=[[floor(@{sleight_of_hand}/2)]]}} {{extreme=[[floor(@{sleight_of_hand}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_sleight_of_hand_check' /></td>
</tr>
@@ -424,46 +424,46 @@
<table style="width:100%">
<tr>
<td><input type="checkbox" name="attr_spot_hidden_checkbox"></td>
<td class="skill-label">Spot Hidden(25%)</td>
<td class="skill-label" data-i18n="spothidden-u">Spot Hidden(25%)</td>
<td><input class="skill-input" type="text" name="attr_spot_hidden" value="25"/></td>
<td><button type='roll' value='&{template:coc} {{name=Spot Hidden Roll}} {{success=[[@{spot_hidden}]]}} {{hard=[[floor(@{spot_hidden}/2)]]}} {{extreme=[[floor(@{spot_hidden}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_spot_hidden_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_stealth_checkbox"></td>
<td class="skill-label">Stealth(20%)</td>
<td class="skill-label" data-i18n="stealth-u">Stealth(20%)</td>
<td><input class="skill-input" type="text" name="attr_stealth" value="20"/></td>
<td><button type='roll' value='&{template:coc} {{name=Stealth Roll}} {{success=[[@{stealth}]]}} {{hard=[[floor(@{stealth}/2)]]}} {{extreme=[[floor(@{stealth}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_stealth_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_swim_checkbox"></td>
<td class="skill-label">Swim(20%)</td>
<td class="skill-label" data-i18n="swim-u">Swim(20%)</td>
<td><input class="skill-input" type="text" name="attr_swim" value="20"/></td>
<td><button type='roll' value='&{template:coc} {{name=Swim Roll}} {{success=[[@{swim}]]}} {{hard=[[floor(@{swim}/2)]]}} {{extreme=[[floor(@{swim}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_swim_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_throw_checkbox"></td>
<td class="skill-label">Throw(20%)</td>
<td class="skill-label" data-i18n="throw-u">Throw(20%)</td>
<td><input class="skill-input" type="text" name="attr_throw" value="20"/></td>
<td><button type='roll' value='&{template:coc} {{name=Throw Roll}} {{success=[[@{throw}]]}} {{hard=[[floor(@{throw}/2)]]}} {{extreme=[[floor(@{throw}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_throw_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_track_checkbox"></td>
<td class="skill-label">Track (10%)</td>
<td class="skill-label" data-i18n="track-u">Track (10%)</td>
<td><input class="skill-input" type="text" name="attr_track" value="10"/></td>
<td><button type='roll' value='&{template:coc} {{name=Track Roll}} {{success=[[@{track}]]}} {{hard=[[floor(@{track}/2)]]}} {{extreme=[[floor(@{track}/5)]]}} {{roll1=[[1d100]]}} {{roll2=[[1d100]]}} {{roll3=[[1d100]]}}' name='roll_track_check' /></td>
</tr>
</table>
<table style="width:100%">
<tr>
<td colspan="3">Other Skills:</td>
<td colspan="3" data-i18n="otherskills-u">Other Skills:</td>
</tr>
<tr><td style="width:3%"></td><td class="otherskill-reminder">Animal Handling(05%)</td><td class="otherskill-reminder">Firearms(Varies)</td></tr>
<tr><td style="width:3%"></td><td class="otherskill-reminder">Art/Craft(05%)</td><td class="otherskill-reminder">Hypnosis(01%)</td></tr>
<tr><td style="width:3%"></td><td class="otherskill-reminder">Artillery(01%)</td><td class="otherskill-reminder">Language(Other)(01%)</td></tr>
<tr><td style="width:3%"></td><td class="otherskill-reminder">Computer Use(05%)</td><td class="otherskill-reminder">Pilot(01%)</td></tr>
<tr><td style="width:3%"></td><td class="otherskill-reminder">Demolitions(01%)</td><td class="otherskill-reminder">Read Lips(01%)</td></tr>
<tr><td style="width:3%"></td><td class="otherskill-reminder">Electronics(01%)</td><td class="otherskill-reminder">Science(01%)</td></tr>
<tr><td style="width:3%"></td><td class="otherskill-reminder">Fighting(Varies)</td><td class="otherskill-reminder">Survival(10%)</td></tr>
<tr><td style="width:3%"></td><td class="otherskill-reminder" data-i18n="animalhandling-u">Animal Handling(05%)</td><td class="otherskill-reminder" data-i18n="firearms(varies)-u">Firearms(Varies)</td></tr>
<tr><td style="width:3%"></td><td class="otherskill-reminder" data-i18n="art/craft-u">Art/Craft(05%)</td><td class="otherskill-reminder" data-i18n="hypnosis-u">Hypnosis(01%)</td></tr>
<tr><td style="width:3%"></td><td class="otherskill-reminder" data-i18n="artillery-u">Artillery(01%)</td><td class="otherskill-reminder" data-i18n="language(other)-u">Language(Other)(01%)</td></tr>
<tr><td style="width:3%"></td><td class="otherskill-reminder" data-i18n="computeruse-u">Computer Use(05%)</td><td class="otherskill-reminder" data-i18n="pilot-u">Pilot(01%)</td></tr>
<tr><td style="width:3%"></td><td class="otherskill-reminder" data-i18n="demolitions-u">Demolitions(01%)</td><td class="otherskill-reminder" data-i18n="readlips-u">Read Lips(01%)</td></tr>
<tr><td style="width:3%"></td><td class="otherskill-reminder" data-i18n="electronics-u">Electronics(01%)</td><td class="otherskill-reminder" data-i18n="science-u">Science(01%)</td></tr>
<tr><td style="width:3%"></td><td class="otherskill-reminder" data-i18n="fighting(varies)-u">Fighting(Varies)</td><td class="otherskill-reminder" data-i18n="survival-u">Survival(10%)</td></tr>
</table>
<table style="width:100%">
<tr>
@@ -527,18 +527,18 @@
</div>
</div>
<div class='sheet-colrow'>
<h4 class="section-head">Weapons</h4>
<h4 class="section-head" data-i18n="weapons-u">Weapons</h4>
<div class="section">
<table style="width:100%">
<thead>
<th style="width:20%">Weapon</th>
<th style="width:20%" data-i18n="weaponname-u">Weapon</th>
<th style="width:4%"></th>
<th style="width:16%">Skill</th>
<th style="width:16%">Damage</th>
<th style="width:11%">Range</th>
<th style="width:11%">Attacks</th>
<th style="width:11%">Ammo</th>
<th style="width:11%">Malf</th>
<th style="width:16%" data-i18n="skill-u">Skill</th>
<th style="width:16%" data-i18n="damage-u">Damage</th>
<th style="width:11%" data-i18n="range-u">Range</th>
<th style="width:11%" data-i18n="attacks-u">Attacks</th>
<th style="width:11%" data-i18n="ammo-u">Ammo</th>
<th style="width:11%" data-i18n="malf-u">Malf</th>
</thead>
</table>
<table style="width:100%">
@@ -776,25 +776,25 @@
</div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<h4 class="section-head">Gear and Posessions</h4>
<h4 class="section-head" data-i18n="gearandposessions-u">Gear and Posessions</h4>
<div class="sheet-section">
<textarea name="attr_gear_and_posessions" style="width:97%;height:180px"></textarea>
</div>
</div>
<div class='sheet-col'>
<h4 class="section-head">Cash and Assests</h4>
<h4 class="section-head" data-i18n="cashandassets-u">Cash and Assests</h4>
<div class="sheet-section">
<table style="width:100%">
<tr>
<td>Spending Level </td>
<td data-i18n="spendinglevel-u">Spending Level </td>
<td><input type="text" name="attr_spending_level" style="width:100%"></td>
</tr>
<tr>
<td>Cash </td>
<td data-i18n="cash-u">Cash </td>
<td><input type="text" name="attr_cash" style="width:100%"></td>
</tr>
<tr>
<td >Assets </td>
<td data-i18n="assets-u">Assets </td>
</tr>
<tr>
<td colspan="2"><textarea style="width:98%;height:100px" name="attr_assets"></textarea></td>
@@ -804,7 +804,7 @@
</div>
</div>
<div class='sheet-2colrow'>
<h4 class="section-head">Backstory</h4>
<h4 class="section-head" data-i18n="backstory-u">Backstory</h4>
<div class="sheet-section">
<div class='sheet-col'>
Personal Description
+8 -7
View File
@@ -1,8 +1,9 @@
{
"html": "coc_7th_ed.html",
"css": "coc_7th_ed.css",
"authors": "Matthew Carpenter <",
"roll20userid": "103705",
"preview": "coc_7th_ed.png",
"instructions": "You may note the absence of hard and extreme values. These have been moved into the roll button itself. When you use the roll button you will see, in the chat log, a roll \"vs standard value/hard value/extreme value.\" Compare the appropriate threshold to your result to determine success. For weapon skill select one of the listed skills to base your weapon skill check on. You may select up to the tenth custom skill as the base skill. For weapon damages you may specify a \"+0\", \"+1/2db\" or \"+db.\" Use this to include your damage bonus in the damage roll or not.\n\nYou can find an API script which goes with this sheet at https://github.com/Roll20/roll20-character-sheets/blob/master/Call_of_Cthulhu_7th_Ed/extended_autocalc.js. This will enable autocalculation of Damage Bonus and Build.\n\nIn support of Pulp Cthulhu a checkbox in the Hit Points section allows for the Pulp Cthulhu rules variant of doubling hit points."
}
"html": "coc_7th_ed.html",
"css": "coc_7th_ed.css",
"authors": "Matthew Carpenter, Roric",
"roll20userid": "1466905",
"preview": "coc_7th_ed.png",
"instructions": "You may note the absence of hard and extreme values. These have been moved into the roll button itself. When you use the roll button you will see, in the chat log, a roll \"vs standard value/hard value/extreme value.\" Compare the appropriate threshold to your result to determine success. For weapon skill select one of the listed skills to base your weapon skill check on. You may select up to the tenth custom skill as the base skill. For weapon damages you may specify a \"+0\", \"+1/2db\" or \"+db.\" Use this to include your damage bonus in the damage roll or not.\n\nYou can find an API script which goes with this sheet at https://github.com/Roll20/roll20-character-sheets/blob/master/Call_of_Cthulhu_7th_Ed/extended_autocalc.js. This will enable autocalculation of Damage Bonus and Build.\n\nIn support of Pulp Cthulhu a checkbox in the Hit Points section allows for the Pulp Cthulhu rules variant of doubling hit points."
}
+101
View File
@@ -0,0 +1,101 @@
{
"investigatorinfo-u": "Investigator Info",
"name-u": "Name",
"player-u": "Player",
"occupation-u": "Occupation",
"age-u": "Age",
"sex-u": "Sex",
"residence-u": "Residence",
"birthplace-u": "Birthplace",
"characteristics-u": "Characteristics",
"STR-u": "STR",
"DEX-u": "DEX",
"POW-u": "POW",
"CON-u": "CON",
"APP-u": "APP",
"EDU-u": "EDU",
"SIZ-u": "SIZ",
"INT-u": "INT",
"Move rate-u": "Move rate",
"HP-u": "Hit Points",
"majorwound-u": "",
"pulphp-u": "",
"luck-u": "Luck",
"damagebonus-u": "Damage Bonus",
"build-u": "Build",
"sanity-u": "Sanity",
"tempinsane-u": "",
"indefinsane-u": "",
"magicpoints-u": "Magic Points",
"investigatorskills-u": "Investigator Skills",
"accounting-u": "Accounting(05%)",
"anthropology-u": "Anthropology(01%)",
"appraise-u": "Appraise(05%)",
"archaeology-u": "Archaeology(01%)",
"charm-u": "Charm(15%)",
"climb-u": "Climb(20%)",
"creditrating-u": "Credit Rating(00%)",
"cthulhumythos-u": "Cthulhu Mythos(00%)",
"disguise-u": "Disguise(05%)",
"dodge-u": "Dodge(half DEX)",
"driveauto-u": "Drive Auto(20%)",
"elecrepair-u": "Elec Repair(10%)",
"fasttalk-u": "Fast Talk(05%)",
"fighting(brawl)-u": "Fighting(Brawl)(25%)",
"firearms(hg)-u": "Firearms(HG)(20%)",
"firearms(r/s)": "Firearms(R/S)(25%)",
"firstaid-u": "First Aid(30%)",
"history-u": "History(05%)",
"intimidate-u": "Intimidate(15%)",
"jump-u": "Jump(20%)",
"language(own)-u": "Language(Own)(EDU)",
"law-u": "Law(05%)",
"libraryuse-u": "Library Use(20%)",
"listen-u": "Listen(20%)",
"locksmith-u": "Locksmith(01%)",
"mechrepair-u": "Mech Repair(10%)",
"medicine-u": "Medicine(01%)",
"naturalworld-u": "Natural World(10%)",
"navigate-u": "Navigate(10%)",
"occult-u": "Occult(05%)",
"ophvmachine-u": "Op Hv Machine(01%)",
"persuade-u": "Persuade(10%)",
"psychology-u": "Psychology(10%)",
"psychoanalysis-u": "Psychoanalysis(01%)",
"ride-u": "Ride(05%)",
"sleightofhand-u": "Sleight of Hand(10%)",
"spothidden-u": "Spot Hidden(25%)",
"stealth-u": "Stealth(20%)",
"swim-u": "Swim(20%)",
"throw-u": "Throw(20%)",
"track-u": "Track (10%)",
"otherskills-u": "Other Skills:",
"animalhandling-u": "Animal Handling(05%)",
"firearms(varies)-u": "Firearms(Varies)",
"art/craft-u": "Art/Craft(05%)",
"hypnosis-u": "Hypnosis(01%)",
"artillery-u": "Artillery(01%)",
"language(other)-u": "Language(Other)(01%)",
"computeruse-u": "Computer Use(05%)",
"pilot-u": "Pilot(01%)",
"demolitions-u": "Demolitions(01%)",
"readlips-u": "Read Lips(01%)",
"electronics-u": "Electronics(01%)",
"science-u": "Science(01%)",
"fighting(varies)-u": "Fighting(Varies)",
"survival-u": "Survival(10%)",
"weapons-u": "Weapons",
"weaponname-u": "Weapon",
"skill-u": "Skill",
"damage-u": "Damage",
"range-u": "Range",
"attacks-u": "Attacks",
"ammo-u": "Ammo",
"malf-u": "Malf",
"gearandposessions-u": "Gear and Posessions",
"cashandassets-u": "Cash and Assests",
"spendinglevel-u": "Spending Level",
"cash-u": "Cash",
"assets-u": "Assets",
"backstory-u": "Backstory"
}
+101
View File
@@ -0,0 +1,101 @@
{
"investigatorinfo-u":"Investigator Info",
"name-u":"Name",
"player-u":"Player",
"occupation-u":"Occupation",
"age-u":"Age",
"sex-u":"Sex",
"residence-u":"Residence",
"birthplace-u":"Birthplace",
"characteristics-u":"Characteristics",
"STR-u":"STR",
"DEX-u":"DEX",
"POW-u":"POW",
"CON-u":"CON",
"APP-u":"APP",
"EDU-u":"EDU",
"SIZ-u":"SIZ",
"INT-u":"INT",
"Move rate-u":"Move rate",
"HP-u":"Hit Points",
"majorwound-u":"",
"pulphp-u":"",
"luck-u":"Luck",
"damagebonus-u":"Damage Bonus",
"build-u":"Build",
"sanity-u":"Sanity",
"tempinsane-u":"",
"indefinsane-u":"",
"magicpoints-u":"Magic Points",
"investigatorskills-u":"Investigator Skills",
"accounting-u":"Accounting(05%)",
"anthropology-u":"Anthropology(01%)",
"appraise-u":"Appraise(05%)",
"archaeology-u":"Archaeology(01%)",
"charm-u":"Charm(15%)",
"climb-u":"Climb(20%)",
"creditrating-u":"Credit Rating(00%)",
"cthulhumythos-u":"Cthulhu Mythos(00%)",
"disguise-u":"Disguise(05%)",
"dodge-u":"Dodge(half DEX)",
"driveauto-u":"Drive Auto(20%)",
"elecrepair-u":"Elec Repair(10%)",
"fasttalk-u":"Fast Talk(05%)",
"fighting(brawl)-u":"Fighting(Brawl)(25%)",
"firearms(hg)-u":"Firearms(HG)(20%)",
"firearms(r/s)":"Firearms(R/S)(25%)",
"firstaid-u":"First Aid(30%)",
"history-u":"History(05%)",
"intimidate-u":"Intimidate(15%)",
"jump-u":"Jump(20%)",
"language(own)-u":"Language(Own)(EDU)",
"law-u":"Law(05%)",
"libraryuse-u":"Library Use(20%)",
"listen-u":"Listen(20%)",
"locksmith-u":"Locksmith(01%)",
"mechrepair-u":"Mech Repair(10%)",
"medicine-u":"Medicine(01%)",
"naturalworld-u":"Natural World(10%)",
"navigate-u":"Navigate(10%)",
"occult-u":"Occult(05%)",
"ophvmachine-u":"Op Hv Machine(01%)",
"persuade-u":"Persuade(10%)",
"psychology-u":"Psychology(10%)",
"psychoanalysis-u":"Psychoanalysis(01%)",
"ride-u":"Ride(05%)",
"sleightofhand-u":"Sleight of Hand(10%)",
"spothidden-u":"Spot Hidden(25%)",
"stealth-u":"Stealth(20%)",
"swim-u":"Swim(20%)",
"throw-u":"Throw(20%)",
"track-u":"Track (10%)",
"otherskills-u":"Other Skills:",
"animalhandling-u":"Animal Handling(05%)",
"firearms(varies)-u":"Firearms(Varies)",
"art/craft-u":"Art/Craft(05%)",
"hypnosis-u":"Hypnosis(01%)",
"artillery-u":"Artillery(01%)",
"language(other)-u":"Language(Other)(01%)",
"computeruse-u":"Computer Use(05%)",
"pilot-u":"Pilot(01%)",
"demolitions-u":"Demolitions(01%)",
"readlips-u":"Read Lips(01%)",
"electronics-u":"Electronics(01%)",
"science-u":"Science(01%)",
"fighting(varies)-u":"Fighting(Varies)",
"survival-u":"Survival(10%)",
"weapons-u":"Weapons",
"weaponname-u":"Weapon",
"skill-u":"Skill",
"damage-u":"Damage",
"range-u":"Range",
"attacks-u":"Attacks",
"ammo-u":"Ammo",
"malf-u":"Malf",
"gearandposessions-u":"Gear and Posessions",
"cashandassets-u":"Cash and Assests",
"spendinglevel-u":"Spending Level",
"cash-u":"Cash",
"assets-u":"Assets",
"backstory-u":"Backstory"
}
+101
View File
@@ -0,0 +1,101 @@
{
"investigatorinfo-u":"Investigator Info",
"name-u":"Name",
"player-u":"Player",
"occupation-u":"Occupation",
"age-u":"Age",
"sex-u":"Sex",
"residence-u":"Residence",
"birthplace-u":"Birthplace",
"characteristics-u":"Characteristics",
"STR-u":"STR",
"DEX-u":"DEX",
"POW-u":"POW",
"CON-u":"CON",
"APP-u":"APP",
"EDU-u":"EDU",
"SIZ-u":"SIZ",
"INT-u":"INT",
"Move rate-u":"Move rate",
"HP-u":"Hit Points",
"majorwound-u":"",
"pulphp-u":"",
"luck-u":"Luck",
"damagebonus-u":"Damage Bonus",
"build-u":"Build",
"sanity-u":"Sanity",
"tempinsane-u":"",
"indefinsane-u":"",
"magicpoints-u":"Magic Points",
"investigatorskills-u":"Investigator Skills",
"accounting-u":"Accounting(05%)",
"anthropology-u":"Anthropology(01%)",
"appraise-u":"Appraise(05%)",
"archaeology-u":"Archaeology(01%)",
"charm-u":"Charm(15%)",
"climb-u":"Climb(20%)",
"creditrating-u":"Credit Rating(00%)",
"cthulhumythos-u":"Cthulhu Mythos(00%)",
"disguise-u":"Disguise(05%)",
"dodge-u":"Dodge(half DEX)",
"driveauto-u":"Drive Auto(20%)",
"elecrepair-u":"Elec Repair(10%)",
"fasttalk-u":"Fast Talk(05%)",
"fighting(brawl)-u":"Fighting(Brawl)(25%)",
"firearms(hg)-u":"Firearms(HG)(20%)",
"firearms(r/s)":"Firearms(R/S)(25%)",
"firstaid-u":"First Aid(30%)",
"history-u":"History(05%)",
"intimidate-u":"Intimidate(15%)",
"jump-u":"Jump(20%)",
"language(own)-u":"Language(Own)(EDU)",
"law-u":"Law(05%)",
"libraryuse-u":"Library Use(20%)",
"listen-u":"Listen(20%)",
"locksmith-u":"Locksmith(01%)",
"mechrepair-u":"Mech Repair(10%)",
"medicine-u":"Medicine(01%)",
"naturalworld-u":"Natural World(10%)",
"navigate-u":"Navigate(10%)",
"occult-u":"Occult(05%)",
"ophvmachine-u":"Op Hv Machine(01%)",
"persuade-u":"Persuade(10%)",
"psychology-u":"Psychology(10%)",
"psychoanalysis-u":"Psychoanalysis(01%)",
"ride-u":"Ride(05%)",
"sleightofhand-u":"Sleight of Hand(10%)",
"spothidden-u":"Spot Hidden(25%)",
"stealth-u":"Stealth(20%)",
"swim-u":"Swim(20%)",
"throw-u":"Throw(20%)",
"track-u":"Track (10%)",
"otherskills-u":"Other Skills:",
"animalhandling-u":"Animal Handling(05%)",
"firearms(varies)-u":"Firearms(Varies)",
"art/craft-u":"Art/Craft(05%)",
"hypnosis-u":"Hypnosis(01%)",
"artillery-u":"Artillery(01%)",
"language(other)-u":"Language(Other)(01%)",
"computeruse-u":"Computer Use(05%)",
"pilot-u":"Pilot(01%)",
"demolitions-u":"Demolitions(01%)",
"readlips-u":"Read Lips(01%)",
"electronics-u":"Electronics(01%)",
"science-u":"Science(01%)",
"fighting(varies)-u":"Fighting(Varies)",
"survival-u":"Survival(10%)",
"weapons-u":"Weapons",
"weaponname-u":"Weapon",
"skill-u":"Skill",
"damage-u":"Damage",
"range-u":"Range",
"attacks-u":"Attacks",
"ammo-u":"Ammo",
"malf-u":"Malf",
"gearandposessions-u":"Gear and Posessions",
"cashandassets-u":"Cash and Assests",
"spendinglevel-u":"Spending Level",
"cash-u":"Cash",
"assets-u":"Assets",
"backstory-u":"Backstory"
}
+101
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@@ -0,0 +1,101 @@
{
"investigatorinfo-u":"Investigator Info",
"name-u":"Name",
"player-u":"Player",
"occupation-u":"Occupation",
"age-u":"Age",
"sex-u":"Sex",
"residence-u":"Residence",
"birthplace-u":"Birthplace",
"characteristics-u":"Characteristics",
"STR-u":"STR",
"DEX-u":"DEX",
"POW-u":"POW",
"CON-u":"CON",
"APP-u":"APP",
"EDU-u":"EDU",
"SIZ-u":"SIZ",
"INT-u":"INT",
"Move rate-u":"Move rate",
"HP-u":"Hit Points",
"majorwound-u":"",
"pulphp-u":"",
"luck-u":"Luck",
"damagebonus-u":"Damage Bonus",
"build-u":"Build",
"sanity-u":"Sanity",
"tempinsane-u":"",
"indefinsane-u":"",
"magicpoints-u":"Magic Points",
"investigatorskills-u":"Investigator Skills",
"accounting-u":"Accounting(05%)",
"anthropology-u":"Anthropology(01%)",
"appraise-u":"Appraise(05%)",
"archaeology-u":"Archaeology(01%)",
"charm-u":"Charm(15%)",
"climb-u":"Climb(20%)",
"creditrating-u":"Credit Rating(00%)",
"cthulhumythos-u":"Cthulhu Mythos(00%)",
"disguise-u":"Disguise(05%)",
"dodge-u":"Dodge(half DEX)",
"driveauto-u":"Drive Auto(20%)",
"elecrepair-u":"Elec Repair(10%)",
"fasttalk-u":"Fast Talk(05%)",
"fighting(brawl)-u":"Fighting(Brawl)(25%)",
"firearms(hg)-u":"Firearms(HG)(20%)",
"firearms(r/s)":"Firearms(R/S)(25%)",
"firstaid-u":"First Aid(30%)",
"history-u":"History(05%)",
"intimidate-u":"Intimidate(15%)",
"jump-u":"Jump(20%)",
"language(own)-u":"Language(Own)(EDU)",
"law-u":"Law(05%)",
"libraryuse-u":"Library Use(20%)",
"listen-u":"Listen(20%)",
"locksmith-u":"Locksmith(01%)",
"mechrepair-u":"Mech Repair(10%)",
"medicine-u":"Medicine(01%)",
"naturalworld-u":"Natural World(10%)",
"navigate-u":"Navigate(10%)",
"occult-u":"Occult(05%)",
"ophvmachine-u":"Op Hv Machine(01%)",
"persuade-u":"Persuade(10%)",
"psychology-u":"Psychology(10%)",
"psychoanalysis-u":"Psychoanalysis(01%)",
"ride-u":"Ride(05%)",
"sleightofhand-u":"Sleight of Hand(10%)",
"spothidden-u":"Spot Hidden(25%)",
"stealth-u":"Stealth(20%)",
"swim-u":"Swim(20%)",
"throw-u":"Throw(20%)",
"track-u":"Track (10%)",
"otherskills-u":"Other Skills:",
"animalhandling-u":"Animal Handling(05%)",
"firearms(varies)-u":"Firearms(Varies)",
"art/craft-u":"Art/Craft(05%)",
"hypnosis-u":"Hypnosis(01%)",
"artillery-u":"Artillery(01%)",
"language(other)-u":"Language(Other)(01%)",
"computeruse-u":"Computer Use(05%)",
"pilot-u":"Pilot(01%)",
"demolitions-u":"Demolitions(01%)",
"readlips-u":"Read Lips(01%)",
"electronics-u":"Electronics(01%)",
"science-u":"Science(01%)",
"fighting(varies)-u":"Fighting(Varies)",
"survival-u":"Survival(10%)",
"weapons-u":"Weapons",
"weaponname-u":"Weapon",
"skill-u":"Skill",
"damage-u":"Damage",
"range-u":"Range",
"attacks-u":"Attacks",
"ammo-u":"Ammo",
"malf-u":"Malf",
"gearandposessions-u":"Gear and Posessions",
"cashandassets-u":"Cash and Assests",
"spendinglevel-u":"Spending Level",
"cash-u":"Cash",
"assets-u":"Assets",
"backstory-u":"Backstory"
}
+101
View File
@@ -0,0 +1,101 @@
{
"investigatorinfo-u":"Investigator Info",
"name-u":"Name",
"player-u":"Player",
"occupation-u":"Occupation",
"age-u":"Age",
"sex-u":"Sex",
"residence-u":"Residence",
"birthplace-u":"Birthplace",
"characteristics-u":"Characteristics",
"STR-u":"STR",
"DEX-u":"DEX",
"POW-u":"POW",
"CON-u":"CON",
"APP-u":"APP",
"EDU-u":"EDU",
"SIZ-u":"SIZ",
"INT-u":"INT",
"Move rate-u":"Move rate",
"HP-u":"Hit Points",
"majorwound-u":"",
"pulphp-u":"",
"luck-u":"Luck",
"damagebonus-u":"Damage Bonus",
"build-u":"Build",
"sanity-u":"Sanity",
"tempinsane-u":"",
"indefinsane-u":"",
"magicpoints-u":"Magic Points",
"investigatorskills-u":"Investigator Skills",
"accounting-u":"Accounting(05%)",
"anthropology-u":"Anthropology(01%)",
"appraise-u":"Appraise(05%)",
"archaeology-u":"Archaeology(01%)",
"charm-u":"Charm(15%)",
"climb-u":"Climb(20%)",
"creditrating-u":"Credit Rating(00%)",
"cthulhumythos-u":"Cthulhu Mythos(00%)",
"disguise-u":"Disguise(05%)",
"dodge-u":"Dodge(half DEX)",
"driveauto-u":"Drive Auto(20%)",
"elecrepair-u":"Elec Repair(10%)",
"fasttalk-u":"Fast Talk(05%)",
"fighting(brawl)-u":"Fighting(Brawl)(25%)",
"firearms(hg)-u":"Firearms(HG)(20%)",
"firearms(r/s)":"Firearms(R/S)(25%)",
"firstaid-u":"First Aid(30%)",
"history-u":"History(05%)",
"intimidate-u":"Intimidate(15%)",
"jump-u":"Jump(20%)",
"language(own)-u":"Language(Own)(EDU)",
"law-u":"Law(05%)",
"libraryuse-u":"Library Use(20%)",
"listen-u":"Listen(20%)",
"locksmith-u":"Locksmith(01%)",
"mechrepair-u":"Mech Repair(10%)",
"medicine-u":"Medicine(01%)",
"naturalworld-u":"Natural World(10%)",
"navigate-u":"Navigate(10%)",
"occult-u":"Occult(05%)",
"ophvmachine-u":"Op Hv Machine(01%)",
"persuade-u":"Persuade(10%)",
"psychology-u":"Psychology(10%)",
"psychoanalysis-u":"Psychoanalysis(01%)",
"ride-u":"Ride(05%)",
"sleightofhand-u":"Sleight of Hand(10%)",
"spothidden-u":"Spot Hidden(25%)",
"stealth-u":"Stealth(20%)",
"swim-u":"Swim(20%)",
"throw-u":"Throw(20%)",
"track-u":"Track (10%)",
"otherskills-u":"Other Skills:",
"animalhandling-u":"Animal Handling(05%)",
"firearms(varies)-u":"Firearms(Varies)",
"art/craft-u":"Art/Craft(05%)",
"hypnosis-u":"Hypnosis(01%)",
"artillery-u":"Artillery(01%)",
"language(other)-u":"Language(Other)(01%)",
"computeruse-u":"Computer Use(05%)",
"pilot-u":"Pilot(01%)",
"demolitions-u":"Demolitions(01%)",
"readlips-u":"Read Lips(01%)",
"electronics-u":"Electronics(01%)",
"science-u":"Science(01%)",
"fighting(varies)-u":"Fighting(Varies)",
"survival-u":"Survival(10%)",
"weapons-u":"Weapons",
"weaponname-u":"Weapon",
"skill-u":"Skill",
"damage-u":"Damage",
"range-u":"Range",
"attacks-u":"Attacks",
"ammo-u":"Ammo",
"malf-u":"Malf",
"gearandposessions-u":"Gear and Posessions",
"cashandassets-u":"Cash and Assests",
"spendinglevel-u":"Spending Level",
"cash-u":"Cash",
"assets-u":"Assets",
"backstory-u":"Backstory"
}
+101
View File
@@ -0,0 +1,101 @@
{
"investigatorinfo-u":"Investigator Info",
"name-u":"Name",
"player-u":"Player",
"occupation-u":"Occupation",
"age-u":"Age",
"sex-u":"Sex",
"residence-u":"Residence",
"birthplace-u":"Birthplace",
"characteristics-u":"Characteristics",
"STR-u":"STR",
"DEX-u":"DEX",
"POW-u":"POW",
"CON-u":"CON",
"APP-u":"APP",
"EDU-u":"EDU",
"SIZ-u":"SIZ",
"INT-u":"INT",
"Move rate-u":"Move rate",
"HP-u":"Hit Points",
"majorwound-u":"",
"pulphp-u":"",
"luck-u":"Luck",
"damagebonus-u":"Damage Bonus",
"build-u":"Build",
"sanity-u":"Sanity",
"tempinsane-u":"",
"indefinsane-u":"",
"magicpoints-u":"Magic Points",
"investigatorskills-u":"Investigator Skills",
"accounting-u":"Accounting(05%)",
"anthropology-u":"Anthropology(01%)",
"appraise-u":"Appraise(05%)",
"archaeology-u":"Archaeology(01%)",
"charm-u":"Charm(15%)",
"climb-u":"Climb(20%)",
"creditrating-u":"Credit Rating(00%)",
"cthulhumythos-u":"Cthulhu Mythos(00%)",
"disguise-u":"Disguise(05%)",
"dodge-u":"Dodge(half DEX)",
"driveauto-u":"Drive Auto(20%)",
"elecrepair-u":"Elec Repair(10%)",
"fasttalk-u":"Fast Talk(05%)",
"fighting(brawl)-u":"Fighting(Brawl)(25%)",
"firearms(hg)-u":"Firearms(HG)(20%)",
"firearms(r/s)":"Firearms(R/S)(25%)",
"firstaid-u":"First Aid(30%)",
"history-u":"History(05%)",
"intimidate-u":"Intimidate(15%)",
"jump-u":"Jump(20%)",
"language(own)-u":"Language(Own)(EDU)",
"law-u":"Law(05%)",
"libraryuse-u":"Library Use(20%)",
"listen-u":"Listen(20%)",
"locksmith-u":"Locksmith(01%)",
"mechrepair-u":"Mech Repair(10%)",
"medicine-u":"Medicine(01%)",
"naturalworld-u":"Natural World(10%)",
"navigate-u":"Navigate(10%)",
"occult-u":"Occult(05%)",
"ophvmachine-u":"Op Hv Machine(01%)",
"persuade-u":"Persuade(10%)",
"psychology-u":"Psychology(10%)",
"psychoanalysis-u":"Psychoanalysis(01%)",
"ride-u":"Ride(05%)",
"sleightofhand-u":"Sleight of Hand(10%)",
"spothidden-u":"Spot Hidden(25%)",
"stealth-u":"Stealth(20%)",
"swim-u":"Swim(20%)",
"throw-u":"Throw(20%)",
"track-u":"Track (10%)",
"otherskills-u":"Other Skills:",
"animalhandling-u":"Animal Handling(05%)",
"firearms(varies)-u":"Firearms(Varies)",
"art/craft-u":"Art/Craft(05%)",
"hypnosis-u":"Hypnosis(01%)",
"artillery-u":"Artillery(01%)",
"language(other)-u":"Language(Other)(01%)",
"computeruse-u":"Computer Use(05%)",
"pilot-u":"Pilot(01%)",
"demolitions-u":"Demolitions(01%)",
"readlips-u":"Read Lips(01%)",
"electronics-u":"Electronics(01%)",
"science-u":"Science(01%)",
"fighting(varies)-u":"Fighting(Varies)",
"survival-u":"Survival(10%)",
"weapons-u":"Weapons",
"weaponname-u":"Weapon",
"skill-u":"Skill",
"damage-u":"Damage",
"range-u":"Range",
"attacks-u":"Attacks",
"ammo-u":"Ammo",
"malf-u":"Malf",
"gearandposessions-u":"Gear and Posessions",
"cashandassets-u":"Cash and Assests",
"spendinglevel-u":"Spending Level",
"cash-u":"Cash",
"assets-u":"Assets",
"backstory-u":"Backstory"
}
+101
View File
@@ -0,0 +1,101 @@
{
"investigatorinfo-u":"Investigator Info",
"name-u":"Name",
"player-u":"Player",
"occupation-u":"Occupation",
"age-u":"Age",
"sex-u":"Sex",
"residence-u":"Residence",
"birthplace-u":"Birthplace",
"characteristics-u":"Characteristics",
"STR-u":"STR",
"DEX-u":"DEX",
"POW-u":"POW",
"CON-u":"CON",
"APP-u":"APP",
"EDU-u":"EDU",
"SIZ-u":"SIZ",
"INT-u":"INT",
"Move rate-u":"Move rate",
"HP-u":"Hit Points",
"majorwound-u":"",
"pulphp-u":"",
"luck-u":"Luck",
"damagebonus-u":"Damage Bonus",
"build-u":"Build",
"sanity-u":"Sanity",
"tempinsane-u":"",
"indefinsane-u":"",
"magicpoints-u":"Magic Points",
"investigatorskills-u":"Investigator Skills",
"accounting-u":"Accounting(05%)",
"anthropology-u":"Anthropology(01%)",
"appraise-u":"Appraise(05%)",
"archaeology-u":"Archaeology(01%)",
"charm-u":"Charm(15%)",
"climb-u":"Climb(20%)",
"creditrating-u":"Credit Rating(00%)",
"cthulhumythos-u":"Cthulhu Mythos(00%)",
"disguise-u":"Disguise(05%)",
"dodge-u":"Dodge(half DEX)",
"driveauto-u":"Drive Auto(20%)",
"elecrepair-u":"Elec Repair(10%)",
"fasttalk-u":"Fast Talk(05%)",
"fighting(brawl)-u":"Fighting(Brawl)(25%)",
"firearms(hg)-u":"Firearms(HG)(20%)",
"firearms(r/s)":"Firearms(R/S)(25%)",
"firstaid-u":"First Aid(30%)",
"history-u":"History(05%)",
"intimidate-u":"Intimidate(15%)",
"jump-u":"Jump(20%)",
"language(own)-u":"Language(Own)(EDU)",
"law-u":"Law(05%)",
"libraryuse-u":"Library Use(20%)",
"listen-u":"Listen(20%)",
"locksmith-u":"Locksmith(01%)",
"mechrepair-u":"Mech Repair(10%)",
"medicine-u":"Medicine(01%)",
"naturalworld-u":"Natural World(10%)",
"navigate-u":"Navigate(10%)",
"occult-u":"Occult(05%)",
"ophvmachine-u":"Op Hv Machine(01%)",
"persuade-u":"Persuade(10%)",
"psychology-u":"Psychology(10%)",
"psychoanalysis-u":"Psychoanalysis(01%)",
"ride-u":"Ride(05%)",
"sleightofhand-u":"Sleight of Hand(10%)",
"spothidden-u":"Spot Hidden(25%)",
"stealth-u":"Stealth(20%)",
"swim-u":"Swim(20%)",
"throw-u":"Throw(20%)",
"track-u":"Track (10%)",
"otherskills-u":"Other Skills:",
"animalhandling-u":"Animal Handling(05%)",
"firearms(varies)-u":"Firearms(Varies)",
"art/craft-u":"Art/Craft(05%)",
"hypnosis-u":"Hypnosis(01%)",
"artillery-u":"Artillery(01%)",
"language(other)-u":"Language(Other)(01%)",
"computeruse-u":"Computer Use(05%)",
"pilot-u":"Pilot(01%)",
"demolitions-u":"Demolitions(01%)",
"readlips-u":"Read Lips(01%)",
"electronics-u":"Electronics(01%)",
"science-u":"Science(01%)",
"fighting(varies)-u":"Fighting(Varies)",
"survival-u":"Survival(10%)",
"weapons-u":"Weapons",
"weaponname-u":"Weapon",
"skill-u":"Skill",
"damage-u":"Damage",
"range-u":"Range",
"attacks-u":"Attacks",
"ammo-u":"Ammo",
"malf-u":"Malf",
"gearandposessions-u":"Gear and Posessions",
"cashandassets-u":"Cash and Assests",
"spendinglevel-u":"Spending Level",
"cash-u":"Cash",
"assets-u":"Assets",
"backstory-u":"Backstory"
}
+101
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@@ -0,0 +1,101 @@
{
"investigatorinfo-u":"Investigator Info",
"name-u":"Name",
"player-u":"Player",
"occupation-u":"Occupation",
"age-u":"Age",
"sex-u":"Sex",
"residence-u":"Residence",
"birthplace-u":"Birthplace",
"characteristics-u":"Characteristics",
"STR-u":"STR",
"DEX-u":"DEX",
"POW-u":"POW",
"CON-u":"CON",
"APP-u":"APP",
"EDU-u":"EDU",
"SIZ-u":"SIZ",
"INT-u":"INT",
"Move rate-u":"Move rate",
"HP-u":"Hit Points",
"majorwound-u":"",
"pulphp-u":"",
"luck-u":"Luck",
"damagebonus-u":"Damage Bonus",
"build-u":"Build",
"sanity-u":"Sanity",
"tempinsane-u":"",
"indefinsane-u":"",
"magicpoints-u":"Magic Points",
"investigatorskills-u":"Investigator Skills",
"accounting-u":"Accounting(05%)",
"anthropology-u":"Anthropology(01%)",
"appraise-u":"Appraise(05%)",
"archaeology-u":"Archaeology(01%)",
"charm-u":"Charm(15%)",
"climb-u":"Climb(20%)",
"creditrating-u":"Credit Rating(00%)",
"cthulhumythos-u":"Cthulhu Mythos(00%)",
"disguise-u":"Disguise(05%)",
"dodge-u":"Dodge(half DEX)",
"driveauto-u":"Drive Auto(20%)",
"elecrepair-u":"Elec Repair(10%)",
"fasttalk-u":"Fast Talk(05%)",
"fighting(brawl)-u":"Fighting(Brawl)(25%)",
"firearms(hg)-u":"Firearms(HG)(20%)",
"firearms(r/s)":"Firearms(R/S)(25%)",
"firstaid-u":"First Aid(30%)",
"history-u":"History(05%)",
"intimidate-u":"Intimidate(15%)",
"jump-u":"Jump(20%)",
"language(own)-u":"Language(Own)(EDU)",
"law-u":"Law(05%)",
"libraryuse-u":"Library Use(20%)",
"listen-u":"Listen(20%)",
"locksmith-u":"Locksmith(01%)",
"mechrepair-u":"Mech Repair(10%)",
"medicine-u":"Medicine(01%)",
"naturalworld-u":"Natural World(10%)",
"navigate-u":"Navigate(10%)",
"occult-u":"Occult(05%)",
"ophvmachine-u":"Op Hv Machine(01%)",
"persuade-u":"Persuade(10%)",
"psychology-u":"Psychology(10%)",
"psychoanalysis-u":"Psychoanalysis(01%)",
"ride-u":"Ride(05%)",
"sleightofhand-u":"Sleight of Hand(10%)",
"spothidden-u":"Spot Hidden(25%)",
"stealth-u":"Stealth(20%)",
"swim-u":"Swim(20%)",
"throw-u":"Throw(20%)",
"track-u":"Track (10%)",
"otherskills-u":"Other Skills:",
"animalhandling-u":"Animal Handling(05%)",
"firearms(varies)-u":"Firearms(Varies)",
"art/craft-u":"Art/Craft(05%)",
"hypnosis-u":"Hypnosis(01%)",
"artillery-u":"Artillery(01%)",
"language(other)-u":"Language(Other)(01%)",
"computeruse-u":"Computer Use(05%)",
"pilot-u":"Pilot(01%)",
"demolitions-u":"Demolitions(01%)",
"readlips-u":"Read Lips(01%)",
"electronics-u":"Electronics(01%)",
"science-u":"Science(01%)",
"fighting(varies)-u":"Fighting(Varies)",
"survival-u":"Survival(10%)",
"weapons-u":"Weapons",
"weaponname-u":"Weapon",
"skill-u":"Skill",
"damage-u":"Damage",
"range-u":"Range",
"attacks-u":"Attacks",
"ammo-u":"Ammo",
"malf-u":"Malf",
"gearandposessions-u":"Gear and Posessions",
"cashandassets-u":"Cash and Assests",
"spendinglevel-u":"Spending Level",
"cash-u":"Cash",
"assets-u":"Assets",
"backstory-u":"Backstory"
}
+101
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@@ -0,0 +1,101 @@
{
"investigatorinfo-u":"Investigator Info",
"name-u":"Name",
"player-u":"Player",
"occupation-u":"Occupation",
"age-u":"Age",
"sex-u":"Sex",
"residence-u":"Residence",
"birthplace-u":"Birthplace",
"characteristics-u":"Characteristics",
"STR-u":"STR",
"DEX-u":"DEX",
"POW-u":"POW",
"CON-u":"CON",
"APP-u":"APP",
"EDU-u":"EDU",
"SIZ-u":"SIZ",
"INT-u":"INT",
"Move rate-u":"Move rate",
"HP-u":"Hit Points",
"majorwound-u":"",
"pulphp-u":"",
"luck-u":"Luck",
"damagebonus-u":"Damage Bonus",
"build-u":"Build",
"sanity-u":"Sanity",
"tempinsane-u":"",
"indefinsane-u":"",
"magicpoints-u":"Magic Points",
"investigatorskills-u":"Investigator Skills",
"accounting-u":"Accounting(05%)",
"anthropology-u":"Anthropology(01%)",
"appraise-u":"Appraise(05%)",
"archaeology-u":"Archaeology(01%)",
"charm-u":"Charm(15%)",
"climb-u":"Climb(20%)",
"creditrating-u":"Credit Rating(00%)",
"cthulhumythos-u":"Cthulhu Mythos(00%)",
"disguise-u":"Disguise(05%)",
"dodge-u":"Dodge(half DEX)",
"driveauto-u":"Drive Auto(20%)",
"elecrepair-u":"Elec Repair(10%)",
"fasttalk-u":"Fast Talk(05%)",
"fighting(brawl)-u":"Fighting(Brawl)(25%)",
"firearms(hg)-u":"Firearms(HG)(20%)",
"firearms(r/s)":"Firearms(R/S)(25%)",
"firstaid-u":"First Aid(30%)",
"history-u":"History(05%)",
"intimidate-u":"Intimidate(15%)",
"jump-u":"Jump(20%)",
"language(own)-u":"Language(Own)(EDU)",
"law-u":"Law(05%)",
"libraryuse-u":"Library Use(20%)",
"listen-u":"Listen(20%)",
"locksmith-u":"Locksmith(01%)",
"mechrepair-u":"Mech Repair(10%)",
"medicine-u":"Medicine(01%)",
"naturalworld-u":"Natural World(10%)",
"navigate-u":"Navigate(10%)",
"occult-u":"Occult(05%)",
"ophvmachine-u":"Op Hv Machine(01%)",
"persuade-u":"Persuade(10%)",
"psychology-u":"Psychology(10%)",
"psychoanalysis-u":"Psychoanalysis(01%)",
"ride-u":"Ride(05%)",
"sleightofhand-u":"Sleight of Hand(10%)",
"spothidden-u":"Spot Hidden(25%)",
"stealth-u":"Stealth(20%)",
"swim-u":"Swim(20%)",
"throw-u":"Throw(20%)",
"track-u":"Track (10%)",
"otherskills-u":"Other Skills:",
"animalhandling-u":"Animal Handling(05%)",
"firearms(varies)-u":"Firearms(Varies)",
"art/craft-u":"Art/Craft(05%)",
"hypnosis-u":"Hypnosis(01%)",
"artillery-u":"Artillery(01%)",
"language(other)-u":"Language(Other)(01%)",
"computeruse-u":"Computer Use(05%)",
"pilot-u":"Pilot(01%)",
"demolitions-u":"Demolitions(01%)",
"readlips-u":"Read Lips(01%)",
"electronics-u":"Electronics(01%)",
"science-u":"Science(01%)",
"fighting(varies)-u":"Fighting(Varies)",
"survival-u":"Survival(10%)",
"weapons-u":"Weapons",
"weaponname-u":"Weapon",
"skill-u":"Skill",
"damage-u":"Damage",
"range-u":"Range",
"attacks-u":"Attacks",
"ammo-u":"Ammo",
"malf-u":"Malf",
"gearandposessions-u":"Gear and Posessions",
"cashandassets-u":"Cash and Assests",
"spendinglevel-u":"Spending Level",
"cash-u":"Cash",
"assets-u":"Assets",
"backstory-u":"Backstory"
}
+101
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{
"investigatorinfo-u":"Investigator Info",
"name-u":"Name",
"player-u":"Player",
"occupation-u":"Occupation",
"age-u":"Age",
"sex-u":"Sex",
"residence-u":"Residence",
"birthplace-u":"Birthplace",
"characteristics-u":"Characteristics",
"STR-u":"STR",
"DEX-u":"DEX",
"POW-u":"POW",
"CON-u":"CON",
"APP-u":"APP",
"EDU-u":"EDU",
"SIZ-u":"SIZ",
"INT-u":"INT",
"Move rate-u":"Move rate",
"HP-u":"Hit Points",
"majorwound-u":"",
"pulphp-u":"",
"luck-u":"Luck",
"damagebonus-u":"Damage Bonus",
"build-u":"Build",
"sanity-u":"Sanity",
"tempinsane-u":"",
"indefinsane-u":"",
"magicpoints-u":"Magic Points",
"investigatorskills-u":"Investigator Skills",
"accounting-u":"Accounting(05%)",
"anthropology-u":"Anthropology(01%)",
"appraise-u":"Appraise(05%)",
"archaeology-u":"Archaeology(01%)",
"charm-u":"Charm(15%)",
"climb-u":"Climb(20%)",
"creditrating-u":"Credit Rating(00%)",
"cthulhumythos-u":"Cthulhu Mythos(00%)",
"disguise-u":"Disguise(05%)",
"dodge-u":"Dodge(half DEX)",
"driveauto-u":"Drive Auto(20%)",
"elecrepair-u":"Elec Repair(10%)",
"fasttalk-u":"Fast Talk(05%)",
"fighting(brawl)-u":"Fighting(Brawl)(25%)",
"firearms(hg)-u":"Firearms(HG)(20%)",
"firearms(r/s)":"Firearms(R/S)(25%)",
"firstaid-u":"First Aid(30%)",
"history-u":"History(05%)",
"intimidate-u":"Intimidate(15%)",
"jump-u":"Jump(20%)",
"language(own)-u":"Language(Own)(EDU)",
"law-u":"Law(05%)",
"libraryuse-u":"Library Use(20%)",
"listen-u":"Listen(20%)",
"locksmith-u":"Locksmith(01%)",
"mechrepair-u":"Mech Repair(10%)",
"medicine-u":"Medicine(01%)",
"naturalworld-u":"Natural World(10%)",
"navigate-u":"Navigate(10%)",
"occult-u":"Occult(05%)",
"ophvmachine-u":"Op Hv Machine(01%)",
"persuade-u":"Persuade(10%)",
"psychology-u":"Psychology(10%)",
"psychoanalysis-u":"Psychoanalysis(01%)",
"ride-u":"Ride(05%)",
"sleightofhand-u":"Sleight of Hand(10%)",
"spothidden-u":"Spot Hidden(25%)",
"stealth-u":"Stealth(20%)",
"swim-u":"Swim(20%)",
"throw-u":"Throw(20%)",
"track-u":"Track (10%)",
"otherskills-u":"Other Skills:",
"animalhandling-u":"Animal Handling(05%)",
"firearms(varies)-u":"Firearms(Varies)",
"art/craft-u":"Art/Craft(05%)",
"hypnosis-u":"Hypnosis(01%)",
"artillery-u":"Artillery(01%)",
"language(other)-u":"Language(Other)(01%)",
"computeruse-u":"Computer Use(05%)",
"pilot-u":"Pilot(01%)",
"demolitions-u":"Demolitions(01%)",
"readlips-u":"Read Lips(01%)",
"electronics-u":"Electronics(01%)",
"science-u":"Science(01%)",
"fighting(varies)-u":"Fighting(Varies)",
"survival-u":"Survival(10%)",
"weapons-u":"Weapons",
"weaponname-u":"Weapon",
"skill-u":"Skill",
"damage-u":"Damage",
"range-u":"Range",
"attacks-u":"Attacks",
"ammo-u":"Ammo",
"malf-u":"Malf",
"gearandposessions-u":"Gear and Posessions",
"cashandassets-u":"Cash and Assests",
"spendinglevel-u":"Spending Level",
"cash-u":"Cash",
"assets-u":"Assets",
"backstory-u":"Backstory"
}
+101
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{
"investigatorinfo-u":"Investigator Info",
"name-u":"Name",
"player-u":"Player",
"occupation-u":"Occupation",
"age-u":"Age",
"sex-u":"Sex",
"residence-u":"Residence",
"birthplace-u":"Birthplace",
"characteristics-u":"Characteristics",
"STR-u":"STR",
"DEX-u":"DEX",
"POW-u":"POW",
"CON-u":"CON",
"APP-u":"APP",
"EDU-u":"EDU",
"SIZ-u":"SIZ",
"INT-u":"INT",
"Move rate-u":"Move rate",
"HP-u":"Hit Points",
"majorwound-u":"",
"pulphp-u":"",
"luck-u":"Luck",
"damagebonus-u":"Damage Bonus",
"build-u":"Build",
"sanity-u":"Sanity",
"tempinsane-u":"",
"indefinsane-u":"",
"magicpoints-u":"Magic Points",
"investigatorskills-u":"Investigator Skills",
"accounting-u":"Accounting(05%)",
"anthropology-u":"Anthropology(01%)",
"appraise-u":"Appraise(05%)",
"archaeology-u":"Archaeology(01%)",
"charm-u":"Charm(15%)",
"climb-u":"Climb(20%)",
"creditrating-u":"Credit Rating(00%)",
"cthulhumythos-u":"Cthulhu Mythos(00%)",
"disguise-u":"Disguise(05%)",
"dodge-u":"Dodge(half DEX)",
"driveauto-u":"Drive Auto(20%)",
"elecrepair-u":"Elec Repair(10%)",
"fasttalk-u":"Fast Talk(05%)",
"fighting(brawl)-u":"Fighting(Brawl)(25%)",
"firearms(hg)-u":"Firearms(HG)(20%)",
"firearms(r/s)":"Firearms(R/S)(25%)",
"firstaid-u":"First Aid(30%)",
"history-u":"History(05%)",
"intimidate-u":"Intimidate(15%)",
"jump-u":"Jump(20%)",
"language(own)-u":"Language(Own)(EDU)",
"law-u":"Law(05%)",
"libraryuse-u":"Library Use(20%)",
"listen-u":"Listen(20%)",
"locksmith-u":"Locksmith(01%)",
"mechrepair-u":"Mech Repair(10%)",
"medicine-u":"Medicine(01%)",
"naturalworld-u":"Natural World(10%)",
"navigate-u":"Navigate(10%)",
"occult-u":"Occult(05%)",
"ophvmachine-u":"Op Hv Machine(01%)",
"persuade-u":"Persuade(10%)",
"psychology-u":"Psychology(10%)",
"psychoanalysis-u":"Psychoanalysis(01%)",
"ride-u":"Ride(05%)",
"sleightofhand-u":"Sleight of Hand(10%)",
"spothidden-u":"Spot Hidden(25%)",
"stealth-u":"Stealth(20%)",
"swim-u":"Swim(20%)",
"throw-u":"Throw(20%)",
"track-u":"Track (10%)",
"otherskills-u":"Other Skills:",
"animalhandling-u":"Animal Handling(05%)",
"firearms(varies)-u":"Firearms(Varies)",
"art/craft-u":"Art/Craft(05%)",
"hypnosis-u":"Hypnosis(01%)",
"artillery-u":"Artillery(01%)",
"language(other)-u":"Language(Other)(01%)",
"computeruse-u":"Computer Use(05%)",
"pilot-u":"Pilot(01%)",
"demolitions-u":"Demolitions(01%)",
"readlips-u":"Read Lips(01%)",
"electronics-u":"Electronics(01%)",
"science-u":"Science(01%)",
"fighting(varies)-u":"Fighting(Varies)",
"survival-u":"Survival(10%)",
"weapons-u":"Weapons",
"weaponname-u":"Weapon",
"skill-u":"Skill",
"damage-u":"Damage",
"range-u":"Range",
"attacks-u":"Attacks",
"ammo-u":"Ammo",
"malf-u":"Malf",
"gearandposessions-u":"Gear and Posessions",
"cashandassets-u":"Cash and Assests",
"spendinglevel-u":"Spending Level",
"cash-u":"Cash",
"assets-u":"Assets",
"backstory-u":"Backstory"
}
+101
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{
"investigatorinfo-u": "탐사자 정보",
"name-u": "이름",
"player-u": "플레이어",
"occupation-u": "직업",
"age-u": "나이",
"sex-u": "성",
"residence-u": "거주지",
"birthplace-u": "출생지",
"characteristics-u": "특성치",
"STR-u": "근력",
"DEX-u": "민첩",
"POW-u": "정신",
"CON-u": "건강",
"APP-u": "외모",
"EDU-u": "교육",
"SIZ-u": "크기",
"INT-u": "지능",
"Move rate-u": "이동력",
"HP-u": "체력",
"majorwound-u": "",
"pulphp-u": "",
"luck-u": "행운",
"damagebonus-u": "피해보너스",
"build-u": "체구",
"sanity-u": "이성",
"tempinsane-u": "",
"indefinsane-u": "",
"magicpoints-u": "마력",
"investigatorskills-u": "탐사자 기능",
"accounting-u": "회계(05%)",
"anthropology-u": "인류학(01%)",
"appraise-u": "감정(05%)",
"archaeology-u": "고고학(01%)",
"charm-u": "매혹(15%)",
"climb-u": "오르기(20%)",
"creditrating-u": "재력(00%)",
"cthulhumythos-u": "크툴루 신화(00%)",
"disguise-u": "변장(05%)",
"dodge-u": "회피(민/2)",
"driveauto-u": "자동차 운전(20%)",
"elecrepair-u": "전기수리(10%)",
"fasttalk-u": "말재주(05%)",
"fighting(brawl)-u": "근접전(격투)(25%)",
"firearms(hg)-u": "사격(권총)(20%)",
"firearms(r/s)": "사격(라/산)(25%)",
"firstaid-u": "응급처치(30%)",
"history-u": "역사(05%)",
"intimidate-u": "위협(15%)",
"jump-u": "도약(20%)",
"language(own)-u": "언어(모국어)(EDU)",
"law-u": "법률(05%)",
"libraryuse-u": "자료조사(20%)",
"listen-u": "듣기(20%)",
"locksmith-u": "열쇠공(01%)",
"mechrepair-u": "기계수리(10%)",
"medicine-u": "의료(01%)",
"naturalworld-u": "자연(10%)",
"navigate-u": "항법(10%)",
"occult-u": "오컬트(05%)",
"ophvmachine-u": "중장비 조작(01%)",
"persuade-u": "설득(10%)",
"psychology-u": "심리학(10%)",
"psychoanalysis-u": "정신분석(01%)",
"ride-u": "승마(05%)",
"sleightofhand-u": "손놀림(10%)",
"spothidden-u": "관찰력(25%)",
"stealth-u": "은밀행동(20%)",
"swim-u": "수영(20%)",
"throw-u": "투척(20%)",
"track-u": "추적 (10%)",
"otherskills-u": "다른 기능들:",
"animalhandling-u": "동물 다루기(05%)",
"firearms(varies)-u": "화기(다양)",
"art/craft-u": "예술/공예(05%)",
"hypnosis-u": "최면술(01%)",
"artillery-u": "포격(01%)",
"language(other)-u": "언어(외국어)(01%)",
"computeruse-u": "컴퓨터 사용(05%)",
"pilot-u": "조종(01%)",
"demolitions-u": "폭파(01%)",
"readlips-u": "독순술(01%)",
"electronics-u": "전자기기(01%)",
"science-u": "과학(01%)",
"fighting(varies)-u": "근접전(다양)",
"survival-u": "생존술(10%)",
"weapons-u": "무기",
"weaponname-u": "무기",
"skill-u": "기능",
"damage-u": "피해",
"range-u": "사거리",
"attacks-u": "공격 횟수",
"ammo-u": "탄약",
"malf-u": "고장",
"gearandposessions-u": "장비와 소지품",
"cashandassets-u": "현금과 자산",
"spendinglevel-u": "소비 수준",
"cash-u": "현금",
"assets-u": "자산",
"backstory-u": "백스토리"
}
+101
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{
"investigatorinfo-u":"Investigator Info",
"name-u":"Name",
"player-u":"Player",
"occupation-u":"Occupation",
"age-u":"Age",
"sex-u":"Sex",
"residence-u":"Residence",
"birthplace-u":"Birthplace",
"characteristics-u":"Characteristics",
"STR-u":"STR",
"DEX-u":"DEX",
"POW-u":"POW",
"CON-u":"CON",
"APP-u":"APP",
"EDU-u":"EDU",
"SIZ-u":"SIZ",
"INT-u":"INT",
"Move rate-u":"Move rate",
"HP-u":"Hit Points",
"majorwound-u":"",
"pulphp-u":"",
"luck-u":"Luck",
"damagebonus-u":"Damage Bonus",
"build-u":"Build",
"sanity-u":"Sanity",
"tempinsane-u":"",
"indefinsane-u":"",
"magicpoints-u":"Magic Points",
"investigatorskills-u":"Investigator Skills",
"accounting-u":"Accounting(05%)",
"anthropology-u":"Anthropology(01%)",
"appraise-u":"Appraise(05%)",
"archaeology-u":"Archaeology(01%)",
"charm-u":"Charm(15%)",
"climb-u":"Climb(20%)",
"creditrating-u":"Credit Rating(00%)",
"cthulhumythos-u":"Cthulhu Mythos(00%)",
"disguise-u":"Disguise(05%)",
"dodge-u":"Dodge(half DEX)",
"driveauto-u":"Drive Auto(20%)",
"elecrepair-u":"Elec Repair(10%)",
"fasttalk-u":"Fast Talk(05%)",
"fighting(brawl)-u":"Fighting(Brawl)(25%)",
"firearms(hg)-u":"Firearms(HG)(20%)",
"firearms(r/s)":"Firearms(R/S)(25%)",
"firstaid-u":"First Aid(30%)",
"history-u":"History(05%)",
"intimidate-u":"Intimidate(15%)",
"jump-u":"Jump(20%)",
"language(own)-u":"Language(Own)(EDU)",
"law-u":"Law(05%)",
"libraryuse-u":"Library Use(20%)",
"listen-u":"Listen(20%)",
"locksmith-u":"Locksmith(01%)",
"mechrepair-u":"Mech Repair(10%)",
"medicine-u":"Medicine(01%)",
"naturalworld-u":"Natural World(10%)",
"navigate-u":"Navigate(10%)",
"occult-u":"Occult(05%)",
"ophvmachine-u":"Op Hv Machine(01%)",
"persuade-u":"Persuade(10%)",
"psychology-u":"Psychology(10%)",
"psychoanalysis-u":"Psychoanalysis(01%)",
"ride-u":"Ride(05%)",
"sleightofhand-u":"Sleight of Hand(10%)",
"spothidden-u":"Spot Hidden(25%)",
"stealth-u":"Stealth(20%)",
"swim-u":"Swim(20%)",
"throw-u":"Throw(20%)",
"track-u":"Track (10%)",
"otherskills-u":"Other Skills:",
"animalhandling-u":"Animal Handling(05%)",
"firearms(varies)-u":"Firearms(Varies)",
"art/craft-u":"Art/Craft(05%)",
"hypnosis-u":"Hypnosis(01%)",
"artillery-u":"Artillery(01%)",
"language(other)-u":"Language(Other)(01%)",
"computeruse-u":"Computer Use(05%)",
"pilot-u":"Pilot(01%)",
"demolitions-u":"Demolitions(01%)",
"readlips-u":"Read Lips(01%)",
"electronics-u":"Electronics(01%)",
"science-u":"Science(01%)",
"fighting(varies)-u":"Fighting(Varies)",
"survival-u":"Survival(10%)",
"weapons-u":"Weapons",
"weaponname-u":"Weapon",
"skill-u":"Skill",
"damage-u":"Damage",
"range-u":"Range",
"attacks-u":"Attacks",
"ammo-u":"Ammo",
"malf-u":"Malf",
"gearandposessions-u":"Gear and Posessions",
"cashandassets-u":"Cash and Assests",
"spendinglevel-u":"Spending Level",
"cash-u":"Cash",
"assets-u":"Assets",
"backstory-u":"Backstory"
}
+101
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{
"investigatorinfo-u":"Investigator Info",
"name-u":"Name",
"player-u":"Player",
"occupation-u":"Occupation",
"age-u":"Age",
"sex-u":"Sex",
"residence-u":"Residence",
"birthplace-u":"Birthplace",
"characteristics-u":"Characteristics",
"STR-u":"STR",
"DEX-u":"DEX",
"POW-u":"POW",
"CON-u":"CON",
"APP-u":"APP",
"EDU-u":"EDU",
"SIZ-u":"SIZ",
"INT-u":"INT",
"Move rate-u":"Move rate",
"HP-u":"Hit Points",
"majorwound-u":"",
"pulphp-u":"",
"luck-u":"Luck",
"damagebonus-u":"Damage Bonus",
"build-u":"Build",
"sanity-u":"Sanity",
"tempinsane-u":"",
"indefinsane-u":"",
"magicpoints-u":"Magic Points",
"investigatorskills-u":"Investigator Skills",
"accounting-u":"Accounting(05%)",
"anthropology-u":"Anthropology(01%)",
"appraise-u":"Appraise(05%)",
"archaeology-u":"Archaeology(01%)",
"charm-u":"Charm(15%)",
"climb-u":"Climb(20%)",
"creditrating-u":"Credit Rating(00%)",
"cthulhumythos-u":"Cthulhu Mythos(00%)",
"disguise-u":"Disguise(05%)",
"dodge-u":"Dodge(half DEX)",
"driveauto-u":"Drive Auto(20%)",
"elecrepair-u":"Elec Repair(10%)",
"fasttalk-u":"Fast Talk(05%)",
"fighting(brawl)-u":"Fighting(Brawl)(25%)",
"firearms(hg)-u":"Firearms(HG)(20%)",
"firearms(r/s)":"Firearms(R/S)(25%)",
"firstaid-u":"First Aid(30%)",
"history-u":"History(05%)",
"intimidate-u":"Intimidate(15%)",
"jump-u":"Jump(20%)",
"language(own)-u":"Language(Own)(EDU)",
"law-u":"Law(05%)",
"libraryuse-u":"Library Use(20%)",
"listen-u":"Listen(20%)",
"locksmith-u":"Locksmith(01%)",
"mechrepair-u":"Mech Repair(10%)",
"medicine-u":"Medicine(01%)",
"naturalworld-u":"Natural World(10%)",
"navigate-u":"Navigate(10%)",
"occult-u":"Occult(05%)",
"ophvmachine-u":"Op Hv Machine(01%)",
"persuade-u":"Persuade(10%)",
"psychology-u":"Psychology(10%)",
"psychoanalysis-u":"Psychoanalysis(01%)",
"ride-u":"Ride(05%)",
"sleightofhand-u":"Sleight of Hand(10%)",
"spothidden-u":"Spot Hidden(25%)",
"stealth-u":"Stealth(20%)",
"swim-u":"Swim(20%)",
"throw-u":"Throw(20%)",
"track-u":"Track (10%)",
"otherskills-u":"Other Skills:",
"animalhandling-u":"Animal Handling(05%)",
"firearms(varies)-u":"Firearms(Varies)",
"art/craft-u":"Art/Craft(05%)",
"hypnosis-u":"Hypnosis(01%)",
"artillery-u":"Artillery(01%)",
"language(other)-u":"Language(Other)(01%)",
"computeruse-u":"Computer Use(05%)",
"pilot-u":"Pilot(01%)",
"demolitions-u":"Demolitions(01%)",
"readlips-u":"Read Lips(01%)",
"electronics-u":"Electronics(01%)",
"science-u":"Science(01%)",
"fighting(varies)-u":"Fighting(Varies)",
"survival-u":"Survival(10%)",
"weapons-u":"Weapons",
"weaponname-u":"Weapon",
"skill-u":"Skill",
"damage-u":"Damage",
"range-u":"Range",
"attacks-u":"Attacks",
"ammo-u":"Ammo",
"malf-u":"Malf",
"gearandposessions-u":"Gear and Posessions",
"cashandassets-u":"Cash and Assests",
"spendinglevel-u":"Spending Level",
"cash-u":"Cash",
"assets-u":"Assets",
"backstory-u":"Backstory"
}
+101
View File
@@ -0,0 +1,101 @@
{
"investigatorinfo-u":"Investigator Info",
"name-u":"Name",
"player-u":"Player",
"occupation-u":"Occupation",
"age-u":"Age",
"sex-u":"Sex",
"residence-u":"Residence",
"birthplace-u":"Birthplace",
"characteristics-u":"Characteristics",
"STR-u":"STR",
"DEX-u":"DEX",
"POW-u":"POW",
"CON-u":"CON",
"APP-u":"APP",
"EDU-u":"EDU",
"SIZ-u":"SIZ",
"INT-u":"INT",
"Move rate-u":"Move rate",
"HP-u":"Hit Points",
"majorwound-u":"",
"pulphp-u":"",
"luck-u":"Luck",
"damagebonus-u":"Damage Bonus",
"build-u":"Build",
"sanity-u":"Sanity",
"tempinsane-u":"",
"indefinsane-u":"",
"magicpoints-u":"Magic Points",
"investigatorskills-u":"Investigator Skills",
"accounting-u":"Accounting(05%)",
"anthropology-u":"Anthropology(01%)",
"appraise-u":"Appraise(05%)",
"archaeology-u":"Archaeology(01%)",
"charm-u":"Charm(15%)",
"climb-u":"Climb(20%)",
"creditrating-u":"Credit Rating(00%)",
"cthulhumythos-u":"Cthulhu Mythos(00%)",
"disguise-u":"Disguise(05%)",
"dodge-u":"Dodge(half DEX)",
"driveauto-u":"Drive Auto(20%)",
"elecrepair-u":"Elec Repair(10%)",
"fasttalk-u":"Fast Talk(05%)",
"fighting(brawl)-u":"Fighting(Brawl)(25%)",
"firearms(hg)-u":"Firearms(HG)(20%)",
"firearms(r/s)":"Firearms(R/S)(25%)",
"firstaid-u":"First Aid(30%)",
"history-u":"History(05%)",
"intimidate-u":"Intimidate(15%)",
"jump-u":"Jump(20%)",
"language(own)-u":"Language(Own)(EDU)",
"law-u":"Law(05%)",
"libraryuse-u":"Library Use(20%)",
"listen-u":"Listen(20%)",
"locksmith-u":"Locksmith(01%)",
"mechrepair-u":"Mech Repair(10%)",
"medicine-u":"Medicine(01%)",
"naturalworld-u":"Natural World(10%)",
"navigate-u":"Navigate(10%)",
"occult-u":"Occult(05%)",
"ophvmachine-u":"Op Hv Machine(01%)",
"persuade-u":"Persuade(10%)",
"psychology-u":"Psychology(10%)",
"psychoanalysis-u":"Psychoanalysis(01%)",
"ride-u":"Ride(05%)",
"sleightofhand-u":"Sleight of Hand(10%)",
"spothidden-u":"Spot Hidden(25%)",
"stealth-u":"Stealth(20%)",
"swim-u":"Swim(20%)",
"throw-u":"Throw(20%)",
"track-u":"Track (10%)",
"otherskills-u":"Other Skills:",
"animalhandling-u":"Animal Handling(05%)",
"firearms(varies)-u":"Firearms(Varies)",
"art/craft-u":"Art/Craft(05%)",
"hypnosis-u":"Hypnosis(01%)",
"artillery-u":"Artillery(01%)",
"language(other)-u":"Language(Other)(01%)",
"computeruse-u":"Computer Use(05%)",
"pilot-u":"Pilot(01%)",
"demolitions-u":"Demolitions(01%)",
"readlips-u":"Read Lips(01%)",
"electronics-u":"Electronics(01%)",
"science-u":"Science(01%)",
"fighting(varies)-u":"Fighting(Varies)",
"survival-u":"Survival(10%)",
"weapons-u":"Weapons",
"weaponname-u":"Weapon",
"skill-u":"Skill",
"damage-u":"Damage",
"range-u":"Range",
"attacks-u":"Attacks",
"ammo-u":"Ammo",
"malf-u":"Malf",
"gearandposessions-u":"Gear and Posessions",
"cashandassets-u":"Cash and Assests",
"spendinglevel-u":"Spending Level",
"cash-u":"Cash",
"assets-u":"Assets",
"backstory-u":"Backstory"
}
+101
View File
@@ -0,0 +1,101 @@
{
"investigatorinfo-u":"Investigator Info",
"name-u":"Name",
"player-u":"Player",
"occupation-u":"Occupation",
"age-u":"Age",
"sex-u":"Sex",
"residence-u":"Residence",
"birthplace-u":"Birthplace",
"characteristics-u":"Characteristics",
"STR-u":"STR",
"DEX-u":"DEX",
"POW-u":"POW",
"CON-u":"CON",
"APP-u":"APP",
"EDU-u":"EDU",
"SIZ-u":"SIZ",
"INT-u":"INT",
"Move rate-u":"Move rate",
"HP-u":"Hit Points",
"majorwound-u":"",
"pulphp-u":"",
"luck-u":"Luck",
"damagebonus-u":"Damage Bonus",
"build-u":"Build",
"sanity-u":"Sanity",
"tempinsane-u":"",
"indefinsane-u":"",
"magicpoints-u":"Magic Points",
"investigatorskills-u":"Investigator Skills",
"accounting-u":"Accounting(05%)",
"anthropology-u":"Anthropology(01%)",
"appraise-u":"Appraise(05%)",
"archaeology-u":"Archaeology(01%)",
"charm-u":"Charm(15%)",
"climb-u":"Climb(20%)",
"creditrating-u":"Credit Rating(00%)",
"cthulhumythos-u":"Cthulhu Mythos(00%)",
"disguise-u":"Disguise(05%)",
"dodge-u":"Dodge(half DEX)",
"driveauto-u":"Drive Auto(20%)",
"elecrepair-u":"Elec Repair(10%)",
"fasttalk-u":"Fast Talk(05%)",
"fighting(brawl)-u":"Fighting(Brawl)(25%)",
"firearms(hg)-u":"Firearms(HG)(20%)",
"firearms(r/s)":"Firearms(R/S)(25%)",
"firstaid-u":"First Aid(30%)",
"history-u":"History(05%)",
"intimidate-u":"Intimidate(15%)",
"jump-u":"Jump(20%)",
"language(own)-u":"Language(Own)(EDU)",
"law-u":"Law(05%)",
"libraryuse-u":"Library Use(20%)",
"listen-u":"Listen(20%)",
"locksmith-u":"Locksmith(01%)",
"mechrepair-u":"Mech Repair(10%)",
"medicine-u":"Medicine(01%)",
"naturalworld-u":"Natural World(10%)",
"navigate-u":"Navigate(10%)",
"occult-u":"Occult(05%)",
"ophvmachine-u":"Op Hv Machine(01%)",
"persuade-u":"Persuade(10%)",
"psychology-u":"Psychology(10%)",
"psychoanalysis-u":"Psychoanalysis(01%)",
"ride-u":"Ride(05%)",
"sleightofhand-u":"Sleight of Hand(10%)",
"spothidden-u":"Spot Hidden(25%)",
"stealth-u":"Stealth(20%)",
"swim-u":"Swim(20%)",
"throw-u":"Throw(20%)",
"track-u":"Track (10%)",
"otherskills-u":"Other Skills:",
"animalhandling-u":"Animal Handling(05%)",
"firearms(varies)-u":"Firearms(Varies)",
"art/craft-u":"Art/Craft(05%)",
"hypnosis-u":"Hypnosis(01%)",
"artillery-u":"Artillery(01%)",
"language(other)-u":"Language(Other)(01%)",
"computeruse-u":"Computer Use(05%)",
"pilot-u":"Pilot(01%)",
"demolitions-u":"Demolitions(01%)",
"readlips-u":"Read Lips(01%)",
"electronics-u":"Electronics(01%)",
"science-u":"Science(01%)",
"fighting(varies)-u":"Fighting(Varies)",
"survival-u":"Survival(10%)",
"weapons-u":"Weapons",
"weaponname-u":"Weapon",
"skill-u":"Skill",
"damage-u":"Damage",
"range-u":"Range",
"attacks-u":"Attacks",
"ammo-u":"Ammo",
"malf-u":"Malf",
"gearandposessions-u":"Gear and Posessions",
"cashandassets-u":"Cash and Assests",
"spendinglevel-u":"Spending Level",
"cash-u":"Cash",
"assets-u":"Assets",
"backstory-u":"Backstory"
}
+101
View File
@@ -0,0 +1,101 @@
{
"investigatorinfo-u":"Investigator Info",
"name-u":"Name",
"player-u":"Player",
"occupation-u":"Occupation",
"age-u":"Age",
"sex-u":"Sex",
"residence-u":"Residence",
"birthplace-u":"Birthplace",
"characteristics-u":"Characteristics",
"STR-u":"STR",
"DEX-u":"DEX",
"POW-u":"POW",
"CON-u":"CON",
"APP-u":"APP",
"EDU-u":"EDU",
"SIZ-u":"SIZ",
"INT-u":"INT",
"Move rate-u":"Move rate",
"HP-u":"Hit Points",
"majorwound-u":"",
"pulphp-u":"",
"luck-u":"Luck",
"damagebonus-u":"Damage Bonus",
"build-u":"Build",
"sanity-u":"Sanity",
"tempinsane-u":"",
"indefinsane-u":"",
"magicpoints-u":"Magic Points",
"investigatorskills-u":"Investigator Skills",
"accounting-u":"Accounting(05%)",
"anthropology-u":"Anthropology(01%)",
"appraise-u":"Appraise(05%)",
"archaeology-u":"Archaeology(01%)",
"charm-u":"Charm(15%)",
"climb-u":"Climb(20%)",
"creditrating-u":"Credit Rating(00%)",
"cthulhumythos-u":"Cthulhu Mythos(00%)",
"disguise-u":"Disguise(05%)",
"dodge-u":"Dodge(half DEX)",
"driveauto-u":"Drive Auto(20%)",
"elecrepair-u":"Elec Repair(10%)",
"fasttalk-u":"Fast Talk(05%)",
"fighting(brawl)-u":"Fighting(Brawl)(25%)",
"firearms(hg)-u":"Firearms(HG)(20%)",
"firearms(r/s)":"Firearms(R/S)(25%)",
"firstaid-u":"First Aid(30%)",
"history-u":"History(05%)",
"intimidate-u":"Intimidate(15%)",
"jump-u":"Jump(20%)",
"language(own)-u":"Language(Own)(EDU)",
"law-u":"Law(05%)",
"libraryuse-u":"Library Use(20%)",
"listen-u":"Listen(20%)",
"locksmith-u":"Locksmith(01%)",
"mechrepair-u":"Mech Repair(10%)",
"medicine-u":"Medicine(01%)",
"naturalworld-u":"Natural World(10%)",
"navigate-u":"Navigate(10%)",
"occult-u":"Occult(05%)",
"ophvmachine-u":"Op Hv Machine(01%)",
"persuade-u":"Persuade(10%)",
"psychology-u":"Psychology(10%)",
"psychoanalysis-u":"Psychoanalysis(01%)",
"ride-u":"Ride(05%)",
"sleightofhand-u":"Sleight of Hand(10%)",
"spothidden-u":"Spot Hidden(25%)",
"stealth-u":"Stealth(20%)",
"swim-u":"Swim(20%)",
"throw-u":"Throw(20%)",
"track-u":"Track (10%)",
"otherskills-u":"Other Skills:",
"animalhandling-u":"Animal Handling(05%)",
"firearms(varies)-u":"Firearms(Varies)",
"art/craft-u":"Art/Craft(05%)",
"hypnosis-u":"Hypnosis(01%)",
"artillery-u":"Artillery(01%)",
"language(other)-u":"Language(Other)(01%)",
"computeruse-u":"Computer Use(05%)",
"pilot-u":"Pilot(01%)",
"demolitions-u":"Demolitions(01%)",
"readlips-u":"Read Lips(01%)",
"electronics-u":"Electronics(01%)",
"science-u":"Science(01%)",
"fighting(varies)-u":"Fighting(Varies)",
"survival-u":"Survival(10%)",
"weapons-u":"Weapons",
"weaponname-u":"Weapon",
"skill-u":"Skill",
"damage-u":"Damage",
"range-u":"Range",
"attacks-u":"Attacks",
"ammo-u":"Ammo",
"malf-u":"Malf",
"gearandposessions-u":"Gear and Posessions",
"cashandassets-u":"Cash and Assests",
"spendinglevel-u":"Spending Level",
"cash-u":"Cash",
"assets-u":"Assets",
"backstory-u":"Backstory"
}
+101
View File
@@ -0,0 +1,101 @@
{
"investigatorinfo-u":"Investigator Info",
"name-u":"Name",
"player-u":"Player",
"occupation-u":"Occupation",
"age-u":"Age",
"sex-u":"Sex",
"residence-u":"Residence",
"birthplace-u":"Birthplace",
"characteristics-u":"Characteristics",
"STR-u":"STR",
"DEX-u":"DEX",
"POW-u":"POW",
"CON-u":"CON",
"APP-u":"APP",
"EDU-u":"EDU",
"SIZ-u":"SIZ",
"INT-u":"INT",
"Move rate-u":"Move rate",
"HP-u":"Hit Points",
"majorwound-u":"",
"pulphp-u":"",
"luck-u":"Luck",
"damagebonus-u":"Damage Bonus",
"build-u":"Build",
"sanity-u":"Sanity",
"tempinsane-u":"",
"indefinsane-u":"",
"magicpoints-u":"Magic Points",
"investigatorskills-u":"Investigator Skills",
"accounting-u":"Accounting(05%)",
"anthropology-u":"Anthropology(01%)",
"appraise-u":"Appraise(05%)",
"archaeology-u":"Archaeology(01%)",
"charm-u":"Charm(15%)",
"climb-u":"Climb(20%)",
"creditrating-u":"Credit Rating(00%)",
"cthulhumythos-u":"Cthulhu Mythos(00%)",
"disguise-u":"Disguise(05%)",
"dodge-u":"Dodge(half DEX)",
"driveauto-u":"Drive Auto(20%)",
"elecrepair-u":"Elec Repair(10%)",
"fasttalk-u":"Fast Talk(05%)",
"fighting(brawl)-u":"Fighting(Brawl)(25%)",
"firearms(hg)-u":"Firearms(HG)(20%)",
"firearms(r/s)":"Firearms(R/S)(25%)",
"firstaid-u":"First Aid(30%)",
"history-u":"History(05%)",
"intimidate-u":"Intimidate(15%)",
"jump-u":"Jump(20%)",
"language(own)-u":"Language(Own)(EDU)",
"law-u":"Law(05%)",
"libraryuse-u":"Library Use(20%)",
"listen-u":"Listen(20%)",
"locksmith-u":"Locksmith(01%)",
"mechrepair-u":"Mech Repair(10%)",
"medicine-u":"Medicine(01%)",
"naturalworld-u":"Natural World(10%)",
"navigate-u":"Navigate(10%)",
"occult-u":"Occult(05%)",
"ophvmachine-u":"Op Hv Machine(01%)",
"persuade-u":"Persuade(10%)",
"psychology-u":"Psychology(10%)",
"psychoanalysis-u":"Psychoanalysis(01%)",
"ride-u":"Ride(05%)",
"sleightofhand-u":"Sleight of Hand(10%)",
"spothidden-u":"Spot Hidden(25%)",
"stealth-u":"Stealth(20%)",
"swim-u":"Swim(20%)",
"throw-u":"Throw(20%)",
"track-u":"Track (10%)",
"otherskills-u":"Other Skills:",
"animalhandling-u":"Animal Handling(05%)",
"firearms(varies)-u":"Firearms(Varies)",
"art/craft-u":"Art/Craft(05%)",
"hypnosis-u":"Hypnosis(01%)",
"artillery-u":"Artillery(01%)",
"language(other)-u":"Language(Other)(01%)",
"computeruse-u":"Computer Use(05%)",
"pilot-u":"Pilot(01%)",
"demolitions-u":"Demolitions(01%)",
"readlips-u":"Read Lips(01%)",
"electronics-u":"Electronics(01%)",
"science-u":"Science(01%)",
"fighting(varies)-u":"Fighting(Varies)",
"survival-u":"Survival(10%)",
"weapons-u":"Weapons",
"weaponname-u":"Weapon",
"skill-u":"Skill",
"damage-u":"Damage",
"range-u":"Range",
"attacks-u":"Attacks",
"ammo-u":"Ammo",
"malf-u":"Malf",
"gearandposessions-u":"Gear and Posessions",
"cashandassets-u":"Cash and Assests",
"spendinglevel-u":"Spending Level",
"cash-u":"Cash",
"assets-u":"Assets",
"backstory-u":"Backstory"
}
+101
View File
@@ -0,0 +1,101 @@
{
"investigatorinfo-u":"crwdns36970:0crwdne36970:0",
"name-u":"crwdns36971:0crwdne36971:0",
"player-u":"crwdns36972:0crwdne36972:0",
"occupation-u":"crwdns36973:0crwdne36973:0",
"age-u":"crwdns36974:0crwdne36974:0",
"sex-u":"crwdns36975:0crwdne36975:0",
"residence-u":"crwdns36976:0crwdne36976:0",
"birthplace-u":"crwdns36977:0crwdne36977:0",
"characteristics-u":"crwdns36978:0crwdne36978:0",
"STR-u":"crwdns36979:0crwdne36979:0",
"DEX-u":"crwdns36980:0crwdne36980:0",
"POW-u":"crwdns36981:0crwdne36981:0",
"CON-u":"crwdns36982:0crwdne36982:0",
"APP-u":"crwdns36983:0crwdne36983:0",
"EDU-u":"crwdns36984:0crwdne36984:0",
"SIZ-u":"crwdns36985:0crwdne36985:0",
"INT-u":"crwdns36986:0crwdne36986:0",
"Move rate-u":"crwdns36987:0crwdne36987:0",
"HP-u":"crwdns36988:0crwdne36988:0",
"majorwound-u":"crwdns36989:0crwdne36989:0",
"pulphp-u":"crwdns36990:0crwdne36990:0",
"luck-u":"crwdns36991:0crwdne36991:0",
"damagebonus-u":"crwdns36992:0crwdne36992:0",
"build-u":"crwdns36993:0crwdne36993:0",
"sanity-u":"crwdns36994:0crwdne36994:0",
"tempinsane-u":"crwdns36995:0crwdne36995:0",
"indefinsane-u":"crwdns36996:0crwdne36996:0",
"magicpoints-u":"crwdns36997:0crwdne36997:0",
"investigatorskills-u":"crwdns36998:0crwdne36998:0",
"accounting-u":"crwdns36999:0crwdne36999:0",
"anthropology-u":"crwdns37000:0crwdne37000:0",
"appraise-u":"crwdns37001:0crwdne37001:0",
"archaeology-u":"crwdns37002:0crwdne37002:0",
"charm-u":"crwdns37003:0crwdne37003:0",
"climb-u":"crwdns37004:0crwdne37004:0",
"creditrating-u":"crwdns37005:0crwdne37005:0",
"cthulhumythos-u":"crwdns37006:0crwdne37006:0",
"disguise-u":"crwdns37007:0crwdne37007:0",
"dodge-u":"crwdns37008:0crwdne37008:0",
"driveauto-u":"crwdns37009:0crwdne37009:0",
"elecrepair-u":"crwdns37010:0crwdne37010:0",
"fasttalk-u":"crwdns37011:0crwdne37011:0",
"fighting(brawl)-u":"crwdns37012:0crwdne37012:0",
"firearms(hg)-u":"crwdns37013:0crwdne37013:0",
"firearms(r/s)":"crwdns37014:0crwdne37014:0",
"firstaid-u":"crwdns37015:0crwdne37015:0",
"history-u":"crwdns37016:0crwdne37016:0",
"intimidate-u":"crwdns37017:0crwdne37017:0",
"jump-u":"crwdns37018:0crwdne37018:0",
"language(own)-u":"crwdns37019:0crwdne37019:0",
"law-u":"crwdns37020:0crwdne37020:0",
"libraryuse-u":"crwdns37021:0crwdne37021:0",
"listen-u":"crwdns37022:0crwdne37022:0",
"locksmith-u":"crwdns37023:0crwdne37023:0",
"mechrepair-u":"crwdns37024:0crwdne37024:0",
"medicine-u":"crwdns37025:0crwdne37025:0",
"naturalworld-u":"crwdns37026:0crwdne37026:0",
"navigate-u":"crwdns37027:0crwdne37027:0",
"occult-u":"crwdns37028:0crwdne37028:0",
"ophvmachine-u":"crwdns37029:0crwdne37029:0",
"persuade-u":"crwdns37030:0crwdne37030:0",
"psychology-u":"crwdns37031:0crwdne37031:0",
"psychoanalysis-u":"crwdns37032:0crwdne37032:0",
"ride-u":"crwdns37033:0crwdne37033:0",
"sleightofhand-u":"crwdns37034:0crwdne37034:0",
"spothidden-u":"crwdns37035:0crwdne37035:0",
"stealth-u":"crwdns37036:0crwdne37036:0",
"swim-u":"crwdns37037:0crwdne37037:0",
"throw-u":"crwdns37038:0crwdne37038:0",
"track-u":"crwdns37039:0crwdne37039:0",
"otherskills-u":"crwdns37040:0crwdne37040:0",
"animalhandling-u":"crwdns37041:0crwdne37041:0",
"firearms(varies)-u":"crwdns37042:0crwdne37042:0",
"art/craft-u":"crwdns37043:0crwdne37043:0",
"hypnosis-u":"crwdns37044:0crwdne37044:0",
"artillery-u":"crwdns37045:0crwdne37045:0",
"language(other)-u":"crwdns37046:0crwdne37046:0",
"computeruse-u":"crwdns37047:0crwdne37047:0",
"pilot-u":"crwdns37048:0crwdne37048:0",
"demolitions-u":"crwdns37049:0crwdne37049:0",
"readlips-u":"crwdns37050:0crwdne37050:0",
"electronics-u":"crwdns37051:0crwdne37051:0",
"science-u":"crwdns37052:0crwdne37052:0",
"fighting(varies)-u":"crwdns37053:0crwdne37053:0",
"survival-u":"crwdns37054:0crwdne37054:0",
"weapons-u":"crwdns37055:0crwdne37055:0",
"weaponname-u":"crwdns37056:0crwdne37056:0",
"skill-u":"crwdns37057:0crwdne37057:0",
"damage-u":"crwdns37058:0crwdne37058:0",
"range-u":"crwdns37059:0crwdne37059:0",
"attacks-u":"crwdns37060:0crwdne37060:0",
"ammo-u":"crwdns37061:0crwdne37061:0",
"malf-u":"crwdns37062:0crwdne37062:0",
"gearandposessions-u":"crwdns37063:0crwdne37063:0",
"cashandassets-u":"crwdns37064:0crwdne37064:0",
"spendinglevel-u":"crwdns37065:0crwdne37065:0",
"cash-u":"crwdns37066:0crwdne37066:0",
"assets-u":"crwdns37067:0crwdne37067:0",
"backstory-u":"crwdns37068:0crwdne37068:0"
}
+23
View File
@@ -517,6 +517,7 @@ input.sheet-baseinfo,
.sheet-wrapper input.sheet-isGnome,
.sheet-wrapper input.sheet-isPaladin,
.sheet-wrapper input.sheet-isRanger,
.sheet-wrapper input.sheet-isKith,
.sheet-wrapper input.sheet-isNPC,
.charsheet .sheet-wrapper label.sheet-tab {
display: inline;
@@ -534,6 +535,7 @@ input.sheet-baseinfo,
.sheet-wrapper .sheet-isBard:checked~.sheet-gnome,
.sheet-wrapper .sheet-isBard:checked~.sheet-paladin,
.sheet-wrapper .sheet-isBard:checked~.sheet-ranger,
.sheet-wrapper .sheet-isBard:checked~.sheet-kith,
.sheet-wrapper .sheet-isGnome:checked~.sheet-warrior,
.sheet-wrapper .sheet-isGnome:checked~.sheet-wizard,
.sheet-wrapper .sheet-isGnome:checked~.sheet-cleric,
@@ -544,6 +546,7 @@ input.sheet-baseinfo,
.sheet-wrapper .sheet-isGnome:checked~.sheet-bard,
.sheet-wrapper .sheet-isGnome:checked~.sheet-paladin,
.sheet-wrapper .sheet-isGnome:checked~.sheet-ranger,
.sheet-wrapper .sheet-isGnome:checked~.sheet-kith,
.sheet-wrapper .sheet-isPaladin:checked~.sheet-warrior,
.sheet-wrapper .sheet-isPaladin:checked~.sheet-wizard,
.sheet-wrapper .sheet-isPaladin:checked~.sheet-cleric,
@@ -554,6 +557,7 @@ input.sheet-baseinfo,
.sheet-wrapper .sheet-isPaladin:checked~.sheet-bard,
.sheet-wrapper .sheet-isPaladin:checked~.sheet-gnome,
.sheet-wrapper .sheet-isPaladin:checked~.sheet-ranger,
.sheet-wrapper .sheet-isPaladin:checked~.sheet-kith,
.sheet-wrapper .sheet-isRanger:checked~.sheet-warrior,
.sheet-wrapper .sheet-isRanger:checked~.sheet-wizard,
.sheet-wrapper .sheet-isRanger:checked~.sheet-cleric,
@@ -564,33 +568,52 @@ input.sheet-baseinfo,
.sheet-wrapper .sheet-isRanger:checked~.sheet-bard,
.sheet-wrapper .sheet-isRanger:checked~.sheet-gnome,
.sheet-wrapper .sheet-isRanger:checked~.sheet-paladin,
.sheet-wrapper .sheet-isRanger:checked~.sheet-kith,
.sheet-wrapper .sheet-isKith:checked~.sheet-warrior,
.sheet-wrapper .sheet-isKith:checked~.sheet-wizard,
.sheet-wrapper .sheet-isKith:checked~.sheet-cleric,
.sheet-wrapper .sheet-isKith:checked~.sheet-thief,
.sheet-wrapper .sheet-isKith:checked~.sheet-halfling,
.sheet-wrapper .sheet-isKith:checked~.sheet-dwarf,
.sheet-wrapper .sheet-isKith:checked~.sheet-elf,
.sheet-wrapper .sheet-isKith:checked~.sheet-bard,
.sheet-wrapper .sheet-isKith:checked~.sheet-gnome,
.sheet-wrapper .sheet-isKith:checked~.sheet-paladin,
.sheet-wrapper .sheet-isKith:checked~.sheet-ranger,
.sheet-wrapper .sheet-isWarrior:checked~.sheet-ranger,
.sheet-wrapper .sheet-isWarrior:checked~.sheet-bard,
.sheet-wrapper .sheet-isWarrior:checked~.sheet-gnome,
.sheet-wrapper .sheet-isWarrior:checked~.sheet-paladin,
.sheet-wrapper .sheet-isWarrior:checked~.sheet-kith,
.sheet-wrapper .sheet-isWizard:checked~.sheet-ranger,
.sheet-wrapper .sheet-isWizard:checked~.sheet-bard,
.sheet-wrapper .sheet-isWizard:checked~.sheet-gnome,
.sheet-wrapper .sheet-isWizard:checked~.sheet-paladin,
.sheet-wrapper .sheet-isWizard:checked~.sheet-kith,
.sheet-wrapper .sheet-isCleric:checked~.sheet-ranger,
.sheet-wrapper .sheet-isCleric:checked~.sheet-bard,
.sheet-wrapper .sheet-isCleric:checked~.sheet-gnome,
.sheet-wrapper .sheet-isCleric:checked~.sheet-paladin,
.sheet-wrapper .sheet-isCleric:checked~.sheet-kith,
.sheet-wrapper .sheet-isThief:checked~.sheet-ranger,
.sheet-wrapper .sheet-isThief:checked~.sheet-bard,
.sheet-wrapper .sheet-isThief:checked~.sheet-gnome,
.sheet-wrapper .sheet-isThief:checked~.sheet-paladin,
.sheet-wrapper .sheet-isThief:checked~.sheet-kith,
.sheet-wrapper .sheet-isHalfling:checked~.sheet-ranger,
.sheet-wrapper .sheet-isHalfling:checked~.sheet-bard,
.sheet-wrapper .sheet-isHalfling:checked~.sheet-gnome,
.sheet-wrapper .sheet-isHalfling:checked~.sheet-paladin,
.sheet-wrapper .sheet-isHalfling:checked~.sheet-kith,
.sheet-wrapper .sheet-isDwarf:checked~.sheet-ranger,
.sheet-wrapper .sheet-isDwarf:checked~.sheet-bard,
.sheet-wrapper .sheet-isDwarf:checked~.sheet-gnome,
.sheet-wrapper .sheet-isDwarf:checked~.sheet-paladin,
.sheet-wrapper .sheet-isDwarf:checked~.sheet-kith,
.sheet-wrapper .sheet-isElf:checked~.sheet-ranger,
.sheet-wrapper .sheet-isElf:checked~.sheet-bard,
.sheet-wrapper .sheet-isElf:checked~.sheet-gnome,
.sheet-wrapper .sheet-isElf:checked~.sheet-kith,
.sheet-wrapper .sheet-isElf:checked~.sheet-paladin {
display: none;
}
+179 -61
View File
@@ -1,3 +1,57 @@
<script type="text/worker">
abilityScores = [
'Strength',
'Agility',
'Stamina',
'Personality',
'Intelligence',
'Luck'
];
/*
* Given an ability score number, return the corresponding modifier
*/
function calculateModifier(value) {
return Math.floor( (0.0009 * value * value * value) + (-0.029 * value * value) + (0.6 * value) + 0.41) -4
}
/*
* Take an ability score from a change event and recalculate its modifier
*/
function abilityScoreChanged(event) {
var ability = event.sourceAttribute;
saveAbilityScoreModifier(ability);
}
/*
* Recalculate and save an ability score's modifier based on its currently
* set value.
*/
function saveAbilityScoreModifier(ability) {
getAttrs([ability], function(values) {
var params = {};
params[ability+"_mod"] = calculateModifier(parseInt(values[ability], 10));
setAttrs(params);
});
}
on("sheet:opened", function() {
/*
* Whenever an ability score is changed, we update its modifier
*/
_.each(abilityScores, function(ability) {
on("change:"+ability, abilityScoreChanged);
});
/*
* Ensure that there is an initial value set
*/
_.each(abilityScores, function(ability) {
saveAbilityScoreModifier(ability);
});
});
</script>
<div class="sheet-wrapper">
<label class="sheet-center sheet-logo"><img src="http://i.imgur.com/HBgERqb.png" alt="Dungeon Crawl Classics Character Record Sheet" height="38" width="769"/></label>
<div class="sheet-2colrow">
@@ -170,7 +224,7 @@
</select>
</div>
<div class="sheet-item sheet-small">
<button class="sheet-square" type="roll" value="@{character_name} rolls a critical hit. [[@{CritDie}+@{LCK}]] on Table @{CritDie_max}" name="roll_CritDie">
<button class="sheet-square" type="roll" value="@{character_name} rolls a critical hit. [[@{CritDie}+@{Luck_mod}]] on Table @{CritDie_max}" name="roll_CritDie">
</div>
</div>
<div class="sheet-row">
@@ -219,8 +273,8 @@
<input type="number" class="sheet-square" name="attr_Strength_max" value="10"/>
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} makes a Strength roll: [[1d20+@{STR}]]" name="roll_STR">
<input type="number" class="sheet-square" name="attr_STR" value="floor( (0.0009 * @{Strength} * @{Strength} * @{Strength}) + (-0.029 * @{Strength} * @{Strength}) + (0.6 * @{Strength}) +0.41) -4" disabled="true"/>
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} makes a Strength roll: [[1d20+@{Strength_mod}]]" name="roll_STR">
<input type="number" class="sheet-square" name="attr_Strength_mod" value="0"/>
</button>
</div>
<div class="sheet-item sheet-small sheet-header"> </div>
@@ -243,8 +297,8 @@
<input type="number" class="sheet-square" name="attr_Agility_max" value="10"/>
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} makes an Agility roll: [[1d20+@{AGI}]]" name="roll_AGI">
<input type="number" class="sheet-square" name="attr_AGI" value="floor( (0.0009 * @{Agility} * @{Agility} * @{Agility}) + (-0.029 * @{Agility} * @{Agility}) + (0.6 * @{Agility}) +0.41) -4" disabled="true"/>
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} makes an Agility roll: [[1d20+@{Agility_mod}]]" name="roll_AGI">
<input type="number" class="sheet-square" name="attr_Agility_mod" value="0"/>
</button>
</div>
<div class="sheet-item sheet-small">
@@ -255,7 +309,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} makes a Reflex save: [[1d20+@{REFCheck}]]" name="roll_REF">
<input type="number" class="sheet-square" name="attr_REFCheck" value="@{REF}+@{AGI}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_REFCheck" value="@{REF}+@{Agility_mod}" disabled="true"/>
</button>
</div>
</div>
@@ -271,8 +325,8 @@
<input type="number" class="sheet-square" name="attr_Stamina_max" value="10"/>
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} makes a Stamina roll: [[1d20+@{STA}]]" name="roll_STA">
<input type="number" class="sheet-square" name="attr_STA" value="floor( (0.0009 * @{Stamina} * @{Stamina} * @{Stamina}) + (-0.029 * @{Stamina} * @{Stamina}) + (0.6 * @{Stamina}) +0.41) -4" disabled="true"/>
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} makes a Stamina roll: [[1d20+@{Stamina_mod}]]" name="roll_STA">
<input type="number" class="sheet-square" name="attr_Stamina_mod" value="0"/>
</button>
</div>
<div class="sheet-item sheet-small">
@@ -283,7 +337,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} makes a Fortitude save: [[1d20+@{FORTCheck}]]" name="roll_FORT">
<input type="number" class="sheet-square" name="attr_FORTCheck" value="@{FORT}+@{STA}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_FORTCheck" value="@{FORT}+@{Stamina_mod}" disabled="true"/>
</button>
</div>
<div class="sheet-item sheet-tiny">
@@ -302,8 +356,8 @@
<input type="number" class="sheet-square" name="attr_Personality_max" value="10"/>
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} makes a Personality roll: [[1d20+@{PER}]]" name="roll_PER">
<input type="number" class="sheet-square" name="attr_PER" value="floor( (0.0009 * @{Personality} * @{Personality} * @{Personality}) + (-0.029 * @{Personality} * @{Personality}) + (0.6 * @{Personality}) +0.41) -4" disabled="true"/>
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} makes a Personality roll: [[1d20+@{Personality_mod}]]" name="roll_PER">
<input type="number" class="sheet-square" name="attr_Personality_mod" value="0"/>
</button>
</div>
<div class="sheet-item sheet-small">
@@ -314,7 +368,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} makes a Will save: [[1d20+@{WILLCheck}]]" name="roll_WILL">
<input type="number" class="sheet-square" name="attr_WILLCheck"/ value="@{WILL}+@{PER}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_WILLCheck"/ value="@{WILL}+@{Personality_mod}" disabled="true"/>
</button>
</div>
</div>
@@ -330,8 +384,8 @@
<input type="number" class="sheet-square" name="attr_Intelligence_max" value="10"/>
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} makes an Intelligence roll: [[1d20+@{INT}]]" name="roll_INT">
<input type="number" class="sheet-square" name="attr_INT" value="floor( (0.0009 * @{Intelligence} * @{Intelligence} * @{Intelligence}) + (-0.029 * @{Intelligence} * @{Intelligence}) + (0.6 * @{Intelligence}) +0.41) -4" disabled="true"/>
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} makes an Intelligence roll: [[1d20+@{Intelligence_mod}]]" name="roll_INT">
<input type="number" class="sheet-square" name="attr_Intelligence_mod" value="0"/>
</button>
</div>
</div>
@@ -347,8 +401,8 @@
<input type="number" class="sheet-square" name="attr_Luck_max" value="10"/>
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} makes a Luck roll: [[1d20+@{LCK}]]" name="roll_LCK">
<input type="number" class="sheet-square" name="attr_LCK" value="floor( (0.0009 * @{Luck} * @{Luck} * @{Luck}) + (-0.029 * @{Luck} * @{Luck}) + (0.6 * @{Luck}) +0.41) -4" disabled="true"/>
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} makes a Luck roll: [[1d20+@{Luck_mod}]]" name="roll_LCK">
<input type="number" class="sheet-square" name="attr_Luck_mod" value="0"/>
</button>
</div>
</div>
@@ -426,13 +480,13 @@
<input type="text" name="attr_WeaponSpecial"/>
</div>
<div class="sheet-item sheet-square">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} attacks with @{WeaponName}! [[@{ActionDie}+@{WeaponAtk}+@{ATK}+@{STR}]] to hit and [[@{WeaponDmg}+@{STR}]] damage!" name="roll_MeleeAttack">
<input type="number" name="attr_MeleeAttackCheck" value="@{WeaponAtk}+@{ATK}+@{STR}" disabled="true"/>
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} attacks with @{WeaponName}! [[@{ActionDie}+@{WeaponAtk}+@{ATK}+@{Strength_mod}]] to hit and [[@{WeaponDmg}+@{Strength_mod}]] damage!" name="roll_MeleeAttack">
<input type="number" name="attr_MeleeAttackCheck" value="@{WeaponAtk}+@{ATK}+@{Strength_mod}" disabled="true"/>
</button>
</div>
<div class="sheet-item sheet-square">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} attacks with @{WeaponName}! [[@{ActionDie}+@{WeaponAtk}+@{ATK}+@{AGI}]] to hit and [[@{WeaponDmg}]] damage!" name="roll_RangedAttack">
<input type="number" name="attr_MeleeAttackCheck" value="@{WeaponAtk}+@{ATK}+@{AGI}" disabled="true"/>
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} attacks with @{WeaponName}! [[@{ActionDie}+@{WeaponAtk}+@{ATK}+@{Agility_mod}]] to hit and [[@{WeaponDmg}]] damage!" name="roll_RangedAttack">
<input type="number" name="attr_MeleeAttackCheck" value="@{WeaponAtk}+@{ATK}+@{Agility_mod}" disabled="true"/>
</button>
</div>
</div>
@@ -484,7 +538,7 @@
</div>
<div class="sheet-item sheet-square">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} fumbles! [[@{ArmorFumbleDie}+@{FumbleCheck}]]" name="roll_Fumble">
<input type="number" name="attr_FumbleCheck" value="@{LCK}*-1" disabled="true"/>
<input type="number" name="attr_FumbleCheck" value="@{Luck_mod}*-1" disabled="true"/>
</button>
</div>
<div class="sheet-item sheet-med">
@@ -567,6 +621,7 @@
<input type="radio" class="isGnome" value="9" name="attr_Class" checked><label class="sheet-tab">Gnome</label>
<input type="radio" class="isPaladin" value="10" name="attr_Class" checked><label class="sheet-tab">Paladin</label>
<input type="radio" class="isRanger" value="11" name="attr_Class" checked><label class="sheet-tab">Ranger</label>
<input type="radio" class="isKith" value="12" name="attr_Class" checked><label class="sheet-tab">Kith</label>
<!-- warrior -->
<div class="sheet-warrior">
<h2>Warrior Abilities</h2>
@@ -717,7 +772,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} casts @{WizardSpell}: [[@{ActionDie}+@{WizardSpellCheck}]]" name="roll_WizardSpell">
<input type="number" name="attr_WizardSpellCheck" value="@{Level}+@{INT}+@{WizardSpellCheckMisc}" disabled="true"/>
<input type="number" name="attr_WizardSpellCheck" value="@{Level}+@{Intelligence_mod}+@{WizardSpellCheckMisc}" disabled="true"/>
</button>
</div>
<div class="sheet-item sheet-med">
@@ -861,7 +916,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} casts Divine Aid: [[@{ActionDie}+@{DivineAidCheck}]]" name="roll_DivineAid">
<input type="number" name="attr_DivineAidCheck" value="@{Level}+@{PER}+@{DivineAidCheckMisc}" disabled="true"/>
<input type="number" name="attr_DivineAidCheck" value="@{Level}+@{Personality_mod}+@{DivineAidCheckMisc}" disabled="true"/>
</button>
</div>
<div class="sheet-item sheet-med">
@@ -880,7 +935,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} casts Turn Unholy: [[@{ActionDie}+@{TurnUnholyCheck}]]" name="roll_TurnUnholy">
<input type="number" name="attr_TurnUnholyCheck" value="@{Level}+@{PER}+@{TurnUnholyCheckMisc}" disabled="true"/>
<input type="number" name="attr_TurnUnholyCheck" value="@{Level}+@{Personality_mod}+@{TurnUnholyCheckMisc}" disabled="true"/>
</button>
</div>
<div class="sheet-item sheet-med">
@@ -899,7 +954,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} casts Lay On Hands: [[@{ActionDie}+@{LayOnHandsCheck}]]" name="roll_LayOnHands">
<input type="number" name="attr_LayOnHandsCheck" value="@{Level}+@{PER}+@{LayOnHandsCheckMisc}" disabled="true"/>
<input type="number" name="attr_LayOnHandsCheck" value="@{Level}+@{Personality_mod}+@{LayOnHandsCheckMisc}" disabled="true"/>
</button>
</div>
<div class="sheet-item sheet-med">
@@ -920,7 +975,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} casts @{ClericSpell}: [[@{ActionDie}+@{ClericSpellCheck}]]" name="roll_ClericSpell">
<input type="number" name="attr_ClericSpellCheck" value="@{Level}+@{PER}+@{ClericSpellCheckMisc}" disabled="true"/>
<input type="number" name="attr_ClericSpellCheck" value="@{Level}+@{Personality_mod}+@{ClericSpellCheckMisc}" disabled="true"/>
</button>
</div>
<div class="sheet-item sheet-med">
@@ -985,7 +1040,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} sneaks silently: [[@{ActionDie}+@{ThiefSneakCheck}]]" name="roll_ThiefSneak">
<input type="number" class="sheet-square" name="attr_ThiefSneakCheck" value="@{ThiefSneak}+@{AGI}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_ThiefSneakCheck" value="@{ThiefSneak}+@{Agility_mod}" disabled="true"/>
</button>
</div>
</div>
@@ -998,7 +1053,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} hides in shadows: [[@{ActionDie}+@{ThiefHideCheck}]]" name="roll_ThiefHide">
<input type="number" class="sheet-square" name="attr_ThiefHideCheck" value="@{ThiefHide}+@{AGI}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_ThiefHideCheck" value="@{ThiefHide}+@{Agility_mod}" disabled="true"/>
</button>
</div>
</div>
@@ -1011,7 +1066,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} picks pockets: [[@{ActionDie}+@{ThiefPickPocketsCheck}]]" name="roll_ThiefPickPockets">
<input type="number" class="sheet-square" name="attr_ThiefPickPocketsCheck" value="@{ThiefPickPockets}+@{AGI}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_ThiefPickPocketsCheck" value="@{ThiefPickPockets}+@{Agility_mod}" disabled="true"/>
</input>
</div>
</div>
@@ -1020,11 +1075,11 @@
<label>Climb sheer surfaces</label>
</div>
<div class="sheet-item sheet-tiny">
<input type="text" class="sheet-square" name="attr_ThiefCimb" value="0"/>
<input type="text" class="sheet-square" name="attr_ThiefClimb" value="0"/>
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} sneaks silently: [[@{ActionDie}+@{ThiefCimbCheck}]]" name="roll_ThiefCimb"/>
<input type="number" class="sheet-square" name="attr_ThiefCimbCheck" value="@{ThiefCimb}+@{AGI}" disabled="true">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} climbs sheer surfaces: [[@{ActionDie}+@{ThiefClimbCheck}]]" name="roll_ThiefClimb"/>
<input type="number" class="sheet-square" name="attr_ThiefClimbCheck" value="@{ThiefClimb}+@{Agility_mod}" disabled="true">
</button>
</div>
</div>
@@ -1037,7 +1092,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} picks locks: [[@{ActionDie}+@{ThiefPickLocksCheck}]]" name="roll_ThiefPickLocks">
<input type="number" class="sheet-square" name="attr_ThiefPickLocksCheck" value="@{ThiefPickLocks}+@{AGI}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_ThiefPickLocksCheck" value="@{ThiefPickLocks}+@{Agility_mod}" disabled="true"/>
</button>
</div>
</div>
@@ -1050,7 +1105,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} finds traps: [[@{ActionDie}+@{ThiefFindTrapsCheck}]]" name="roll_ThiefFindTraps">
<input type="number" class="sheet-square" name="attr_ThiefFindTrapsCheck" value="@{ThiefFindTraps}+@{INT}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_ThiefFindTrapsCheck" value="@{ThiefFindTraps}+@{Intelligence_mod}" disabled="true"/>
</button>
</div>
</div>
@@ -1063,7 +1118,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} disables traps: [[@{ActionDie}+@{ThiefDisableTrapsCheck}]]" name="roll_ThiefDisableTraps">
<input type="number" class="sheet-square" name="attr_ThiefDisableTrapsCheck" value="@{ThiefDisableTraps}+@{AGI}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_ThiefDisableTrapsCheck" value="@{ThiefDisableTraps}+@{Agility_mod}" disabled="true"/>
</button>
</div>
</div>
@@ -1076,7 +1131,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} forges documents: [[@{ActionDie}+@{ThiefForgeDocumentsCheck}]]" name="roll_ThiefForgeDocuments">
<input type="number" class="sheet-square" name="attr_ThiefForgeDocumentsCheck" value="@{ThiefForgeDocuments}+@{AGI}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_ThiefForgeDocumentsCheck" value="@{ThiefForgeDocuments}+@{Agility_mod}" disabled="true"/>
</button>
</div>
</div>
@@ -1089,7 +1144,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} disguises: [[@{ActionDie}+@{ThiefDisguiseCheck}]]" name="roll_ThiefDisguise">
<input type="number" class="sheet-square" name="attr_ThiefDisguiseCheck" value="@{ThiefDisguise}+@{PER}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_ThiefDisguiseCheck" value="@{ThiefDisguise}+@{Personality_mod}" disabled="true"/>
</button>
</div>
</div>
@@ -1102,7 +1157,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} reads languages: [[@{ActionDie}+@{ThiefReadCheck}]]" name="roll_ThiefRead">
<input type="number" class="sheet-square" name="attr_ThiefReadCheck" value="@{ThiefRead}+@{INT}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_ThiefReadCheck" value="@{ThiefRead}+@{Intelligence_mod}" disabled="true"/>
</button>
</div>
</div>
@@ -1128,7 +1183,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} casts a spell from a scroll: [[@{ActionDie}+@{ThiefCastScrollCheck}]]" name="roll_ThiefCastScroll">
<input type="number" class="sheet-square" name="attr_ThiefCastScrollCheck" value="@{ThiefCastScroll}+@{INT}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_ThiefCastScrollCheck" value="@{ThiefCastScroll}+@{Intelligence_mod}" disabled="true"/>
</button>
</div>
</div>
@@ -1145,8 +1200,8 @@
<input type="text" class="sheet-square" name="attr_HalflingStealth" value="0"/>
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} Sneaks: [[@{ActionDie}+@{HalflingStealth}+@{AGI}]]" name="roll_ThiefHide">
<input type="number" class="sheet-square" name="attr_ThiefCastScrollCheck" value="@{HalflingStealth}+@{AGI}" disabled="true"/>
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} Sneaks: [[@{ActionDie}+@{HalflingStealth}+@{Agility_mod}]]" name="roll_ThiefHide">
<input type="number" class="sheet-square" name="attr_ThiefCastScrollCheck" value="@{HalflingStealth}+@{Agility_mod}" disabled="true"/>
</button>
</div>
</div>
@@ -1211,7 +1266,7 @@
<label>Shield bash (d14)</label>
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-square" type="roll" value="@{character_name} does a shield bash. Attack roll: [[d14+@{STR}]] plus Might Deed. Damage roll: [[1d4+@{STR}]] plus Mighty Deed." name="roll_dwarfShieldBash"/>
<button class="sheet-square" type="roll" value="@{character_name} does a shield bash. Attack roll: [[d14+@{Strength_mod}]] plus Mighty Deed. Damage roll: [[1d4+@{Strength_mod}]] plus Mighty Deed." name="roll_dwarfShieldBash"/>
</div>
</div>
<div>
@@ -1322,7 +1377,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} casts Patron Bond: [[@{ActionDie}+@{ElfPatronBondCheck}]]" name="roll_elfPatronBond">
<input type="number" name="attr_ElfPatronBondCheck" value="@{Level}+@{ElfPatronBondMisc}+@{INT}" disabled="true"/>
<input type="number" name="attr_ElfPatronBondCheck" value="@{Level}+@{ElfPatronBondMisc}+@{Intelligence_mod}" disabled="true"/>
</button>
</div>
<div class="sheet-item sheet-med">
@@ -1341,7 +1396,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} casts Invoke Patron: [[@{ActionDie}+@{ElfInvokePatronCheck}]]" name="roll_ElfInvokePatron">
<input type="number" name="attr_ElfInvokePatronCheck" value="@{INT}+@{Level}+@{ElfInvokePatronMisc}" disabled="true"/>
<input type="number" name="attr_ElfInvokePatronCheck" value="@{Intelligence_mod}+@{Level}+@{ElfInvokePatronMisc}" disabled="true"/>
</button>
</div>
<div class="sheet-item sheet-med">
@@ -1361,7 +1416,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} casts @{ElfSpell}: [[@{ActionDie}+@{ElfSpellCheck}]]" name="roll_ElfSpell">
<input type="number" name="attr_ElfSpellCheck" value="@{Level}+@{ElfSpellCheckMisc}+@{INT}" disabled="true"/>
<input type="number" name="attr_ElfSpellCheck" value="@{Level}+@{ElfSpellCheckMisc}+@{Intelligence_mod}" disabled="true"/>
</button>
</div>
<div class="sheet-item sheet-med">
@@ -1403,7 +1458,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} makes a Call to Arms: [[@{TalentDie}+@{BardCalltoArmsCheck}]]" name="roll_TalentDie">
<input type="number" class="sheet-square" name="attr_BardCalltoArmsCheck" value="@{PER}+@{BardCalltoArms}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_BardCalltoArmsCheck" value="@{Personality_mod}+@{BardCalltoArms}" disabled="true"/>
</button>
</div>
</div>
@@ -1416,7 +1471,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} performs a Challenge: [[@{TalentDie}+@{BardChallengeCheck}]]" name="roll_TalentDie">
<input type="number" class="sheet-square" name="attr_BardChallengeCheck" value="@{PER}+@{BardChallenge}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_BardChallengeCheck" value="@{Personality_mod}+@{BardChallenge}" disabled="true"/>
</button>
</div>
</div><div>
@@ -1428,7 +1483,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} performs Calm: [[@{TalentDie}+@{BardCalmCheck}]]" name="roll_TalentDie">
<input type="number" class="sheet-square" name="attr_BardCalmCheck" value="@{PER}+@{BardCalm}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_BardCalmCheck" value="@{Personality_mod}+@{BardCalm}" disabled="true"/>
</button>
</div>
</div><div>
@@ -1440,7 +1495,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} uses Lore: [[@{TalentDie}+@{BardLoreCheck}]]" name="roll_TalentDie">
<input type="number" class="sheet-square" name="attr_BardLoreCheck" value="@{INT}+@{BardLore}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_BardLoreCheck" value="@{Intelligence_mod}+@{BardLore}" disabled="true"/>
</button>
</div>
</div>
@@ -1524,7 +1579,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} casts @{BardSpell}: [[@{ActionDie}+@{BardSpellCheck}]]" name="roll_BardSpell">
<input type="number" name="attr_BardSpellCheck" value="@{Level}+@{INT}+@{BardSpellCheckMisc}" readonly="true"/>
<input type="number" name="attr_BardSpellCheck" value="@{Level}+@{Intelligence_mod}+@{BardSpellCheckMisc}" readonly="true"/>
</button>
</div>
<div class="sheet-item sheet-med">
@@ -1684,7 +1739,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} casts @{GnomeSpell}: [[@{ActionDie}+@{GnomeSpellCheck}]]" name="roll_GnomeSpell">
<input type="number" name="attr_GnomeSpellCheck" value="@{INT}+@{GnomeSpellCheckMisc}" disabled="true"/>
<input type="number" name="attr_GnomeSpellCheck" value="@{Intelligence_mod}+@{GnomeSpellCheckMisc}" disabled="true"/>
</button>
</div>
<div class="sheet-item sheet-med">
@@ -1903,7 +1958,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} casts Instill Bravery: [[@{ActionDie}+@{InstillBraveryCheck}]]" name="roll_InstillBravery">
<input type="number" name="attr_InstillBraveryCheck" value="@{Level}+@{PER}+@{InstillBraveryCheckMisc}" disabled="true"/>
<input type="number" name="attr_InstillBraveryCheck" value="@{Level}+@{Personality_mod}+@{InstillBraveryCheckMisc}" disabled="true"/>
</button>
</div>
<div class="sheet-item sheet-med">
@@ -1922,7 +1977,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} casts Cause Fear: [[@{ActionDie}+@{CauseFearCheck}]]" name="roll_CauseFear">
<input type="number" name="attr_CauseFearCheck" value="@{Level}+@{PER}+@{CauseFearCheckMisc}" disabled="true"/>
<input type="number" name="attr_CauseFearCheck" value="@{Level}+@{Personality_mod}+@{CauseFearCheckMisc}" disabled="true"/>
</button>
</div>
<div class="sheet-item sheet-med">
@@ -1941,7 +1996,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} casts Lay on Hands: [[@{ActionDie}+@{LayOnHandsCheck}]]" name="roll_LayOnHands">
<input type="number" name="attr_LayOnHandsCheck" value="@{Level}+@{PER}+@{LayOnHandsCheckMisc}" disabled="true"/>
<input type="number" name="attr_LayOnHandsCheck" value="@{Level}+@{Personality_mod}+@{LayOnHandsCheckMisc}" disabled="true"/>
</button>
</div>
<div class="sheet-item sheet-med">
@@ -1962,7 +2017,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} casts @{PaladinSpell}: [[@{ActionDie}+@{PaladinSpellCheck}]]" name="roll_PaladinSpell">
<input type="number" name="attr_PaladinSpellCheck" value="@{Level}+@{PER}+@{PaladinSpellCheckMisc}" disabled="true"/>
<input type="number" name="attr_PaladinSpellCheck" value="@{Level}+@{Personality_mod}+@{PaladinSpellCheckMisc}" disabled="true"/>
</button>
</div>
<div class="sheet-item sheet-med">
@@ -2039,7 +2094,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} climbs: [[@{ActionDie}+@{RangerClimbheck}]]" name="roll_RangerClimb">
<input type="number" class="sheet-square" name="attr_RangerClimbCheck" value="@{RangerClimb}+@{AGI}+@{Level}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_RangerClimbCheck" value="@{RangerClimb}+@{Agility_mod}+@{Level}" disabled="true"/>
</button>
</div>
</div>
@@ -2052,7 +2107,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} finds and/or neutralizes a trap: [[@{ActionDie}+@{RangerTrapsCheck}]]" name="roll_RangerTraps">
<input type="number" class="sheet-square" name="attr_RangerTrapsCheck" value="@{RangerTraps}+@{AGI}+@{Level}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_RangerTrapsCheck" value="@{RangerTraps}+@{Agility_mod}+@{Level}" disabled="true"/>
</button>
</div>
</div>
@@ -2065,7 +2120,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} sneaks silently and hides: [[@{ActionDie}+@{RangerSneakCheck}]]" name="roll_RangerSneak">
<input type="number" class="sheet-square" name="attr_RangerSneakCheck" value="@{RangerSneak}+@{AGI}+@{Level}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_RangerSneakCheck" value="@{RangerSneak}+@{Agility_mod}+@{Level}" disabled="true"/>
</button>
</div>
</div>
@@ -2078,7 +2133,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} walks or even runs without leaving tracks or being hampered by difficult terrain: [[@{ActionDie}+@{RangerStriderCheck}]]" name="roll_RangerStrider">
<input type="number" class="sheet-square" name="attr_RangerStriderCheck" value="@{RangerStrider}+@{AGI}+@{Level}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_RangerStriderCheck" value="@{RangerStrider}+@{Agility_mod}+@{Level}" disabled="true"/>
</button>
</div>
</div>
@@ -2091,7 +2146,7 @@
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} uses wilderness skills: [[@{ActionDie}+@{RangerSurvivalCheck}]]" name="roll_RangerSurvival">
<input type="number" class="sheet-square" name="attr_RangerSurvivalCheck" value="@{RangerSurvival}+@{PER}+@{Level}" disabled="true"/>
<input type="number" class="sheet-square" name="attr_RangerSurvivalCheck" value="@{RangerSurvival}+@{Personality_mod}+@{Level}" disabled="true"/>
</button>
</div>
</div>
@@ -2101,6 +2156,69 @@
</div>
</div>
</div>
<div class="sheet-kith">
<!-- kith -->
<h2>Kith Abilities</h2>
<div>
<div class="sheet-statblock">
<div class="sheet-item sheet-med">
<label>Personality Burn Die:</label>
</div>
<div class="sheet-item sheet-tiny">
<select name="attr_PersonalityBurnDie">
<option value="d0" selected="selected">--</option>
<option value="d2">d2</option>
<option value="d3">d3</option>
<option value="d4">d4</option>
<option value="d5">d5</option>
<option value="d6">d6</option>
<option value="d7">d7</option>
<option value="d8">d8</option>
<option value="d10">d10</option>
</select>
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-square" type="roll" value="@{character_name} burns Personality: [[@{PersonalityBurnDie}]]" name="roll_PersonalityBurnDie"/>
</div>
<div class="sheet-header">
Outdoor Survival Skills
</div>
<div class="sheet-statblock">
<div class="sheet-header">
<div class="sheet-item sheet-med">
<label>Ability</label>
</div>
<div class="sheet-item sheet-tiny">
<label>Level + Int Mod</label>
</div>
</div>
<div>
<div class="sheet-item sheet-med">
<label>Tracking</label>
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} tracks: [[@{ActionDie}+@{KithTrackingCheck}]]" name="roll_KithClimb">
<input type="number" class="sheet-square" name="attr_KithTrackingCheck" value="@{Level}+@{Intelligence_mod}" disabled="true"/>
</button>
</div>
</div>
<div>
<div class="sheet-item sheet-med">
<label>Detect Traps/Hidden Foes</label>
</div>
<div class="sheet-item sheet-tiny">
<button class="sheet-hidden-roll sheet-square" type="roll" value="@{character_name} checks for hidden traps or foes: [[@{ActionDie}+@{KithDetectCheck}]]" name="roll_KithDetect">
<input type="number" class="sheet-square" name="attr_KithDetectCheck" value="@{Level}+@{Intelligence_mod}" disabled="true"/>
</button>
</div>
</div>
</div>
</div>
<div class="sheet-tiny">
The Kith class is introduced in Peril on the Purple Planet, Author's Edition
</div>
</div>
</div>
</div>
-5
View File
@@ -566,11 +566,6 @@ textarea{ resize:none;}
display: inline;
line-height: 30px;
}
.sheet-tab-jet-spe {
padding: 5px 5px 5px 5px;
width: 450px;
padding-left: 180px;
}
.sheet-tab-special {
padding: 10px 10px 10px 10px;
margin-left: 10px;
+107 -187
View File
@@ -4,10 +4,10 @@
<tr><th>{{name}} <span data-i18n="tests-u">tests</span> {{#roll_name}} {{roll_name}}{{/roll_name}}</th></tr>
<tr><td class="attr">
{{#attr}}
{{attr}}({{attr_num}})
{{attr}}({{attr_num}})<br/>
{{/attr}}
{{#skill}}
+ {{skill}}({{skill_num}})
+ {{skill}}({{skill_num}})<br/>
{{/skill}}
{{#mod_num}}
+ Bonus/Malus({{mod_num}})
@@ -36,10 +36,10 @@
</tr>
<tr><td class="attr">
{{#attr}}
{{attr}}({{attr_num}})
{{attr}}({{attr_num}})<br/>
{{/attr}}
{{#skill}}
+ {{skill}}({{skill_num}})
+ {{skill}}({{skill_num}})<br/>
{{/skill}}
{{#mod_num}}
+ Bonus/Malus({{mod_num}})
@@ -65,10 +65,10 @@
</tr>
<tr><td class="attr">
{{#attr}}
{{attr}}({{attr_num}})
{{attr}}({{attr_num}})<br/>
{{/attr}}
{{#skill}}
+ {{skill}}({{skill_num}})
+ {{skill}}({{skill_num}})<br/>
{{/skill}}
{{#mod_num}}
+ Bonus/Malus({{mod_num}})
@@ -91,10 +91,10 @@
</tr>
<tr><td class="attr">
{{#attr}}
{{attr}}({{attr_num}})
{{attr}}({{attr_num}})<br/>
{{/attr}}
{{#skill}}
+ {{skill}}({{skill_num}})
+ {{skill}}({{skill_num}})<br/>
{{/skill}}
{{#mod_num}}
+ Bonus/Malus({{mod_num}})
@@ -111,10 +111,10 @@
<tr><th>{{name}} <span data-i18n="Heal-u">heals</span> {{target}}</th></tr>
<tr><td class="attr">
{{#attr}}
{{attr}}({{attr_num}})
{{attr}}({{attr_num}})<br/>
{{/attr}}
{{#skill}}
+ {{skill}}({{skill_num}})
+ {{skill}}({{skill_num}})<br/>
{{/skill}}
{{#mod_num}}
+ Bonus/Malus({{mod_num}})
@@ -141,10 +141,10 @@
<tr><th>{{name}} <span data-i18n="Operate-u">operates</span> {{target}}</th></tr>
<tr><td class="attr">
{{#attr}}
{{attr}}({{attr_num}})
{{attr}}({{attr_num}})<br/>
{{/attr}}
{{#skill}}
+ {{skill}}({{skill_num}})
+ {{skill}}({{skill_num}})<br/>
{{/skill}}
{{#mod_num}}
+ Bonus/Malus({{mod_num}})
@@ -287,26 +287,26 @@
<label class="titre-Traumas" data-i18n="Trauma-u">Trauma</label>
<label class="max maxego" data-i18n="Max-u">Max</label>
<label class="actuel actuelego" data-i18n="Actual-u">Actual</label>
<input class="put-pts-max putmaxego" type="text" name="attr_Ego_max" value="((@{INTELLIGENCE}*2+@{Concentration}*2)*@{Orien-concentration-flag}+(@{INSTINCT}*2+@{Primaire}*2)*@{Orien-primaire-flag})" disabled="true"/>
<input class="put-pts putego" type="text" name="attr_Ego" value="0"/>
<input class="put-pts-max putmaxego" data-i18n-title="Initiative-t" type="text" name="attr_Ego_max" value="((@{INTELLIGENCE}*2+@{Concentration}*2)*@{Orien-concentration-flag}+(@{INSTINCT}*2+@{Primaire}*2)*@{Orien-primaire-flag})" disabled="true"/>
<input class="put-pts putego" data-i18n-title="Initiative-t" type="text" name="attr_Ego" value="0"/>
<label class="max maxcontamination" data-i18n="Max-u">Max</label>
<label class="actuel actuelcontamination" data-i18n="Actual-u">Actual</label>
<label class="actuel permanentcontamination" data-i18n="Permanent-u">Perm</label>
<input class="put-pts-max putmaxcontamination" type="text" name="attr_Contamination_max" value="(@{PSYCHE}*2)+(@{Foi}*2)+(@{Volonté}*2)" disabled="true"/>
<input class="put-pts putcontamination" type="text" name="attr_Contamination" value="0"/>
<input class="put-pts-perm putpermcontamination" type="text" name="attr_Contamination_perm" value="0"/>
<input class="put-pts-max putmaxcontamination" data-i18n-title="putmaxcontamination-t" type="text" name="attr_Contamination_max" value="(@{PSYCHE}*2)+(@{Foi}*2)+(@{Volonté}*2)" disabled="true"/>
<input class="put-pts putcontamination" data-i18n-title="putcontamination-t" type="text" name="attr_Contamination" value="0"/>
<input class="put-pts-perm putpermcontamination" data-i18n-title="putpermcontamination-t" type="text" name="attr_Contamination_perm" value="0"/>
<label class="max maxblessures" data-i18n="Max-u">Max</label>
<label class="actuel actuelblessures" data-i18n="Actual-u">Actual</label>
<input class="put-pts-max putmaxblessures" type="text" name="attr_blessures_max" value="((@{PHYSIQUE}+@{Résistance})*2)" disabled="true"/>
<input class="put-pts putblessures" type="text" name="attr_blessures" value="0"/>
<input class="put-pts-max putmaxtrauma" type="text" name="attr_Traumatisme_max" value="(@{PHYSIQUE}+@{PSYCHE})" disabled="true"/>
<input class="put-pts puttrauma"type="text" name="attr_Traumatisme" value="0"/>
<input class="put-pts-max putmaxblessures" data-i18n-title="putmaxblessures-t" type="text" name="attr_blessures_max" value="((@{PHYSIQUE}+@{Résistance})*2)" disabled="true"/>
<input class="put-pts putblessures" data-i18n-title="putblessures-t" type="text" name="attr_blessures" value="0"/>
<input class="put-pts-max putmaxtrauma" data-i18n-title="putmaxtrauma-t" type="text" name="attr_Traumatisme_max" value="(@{PHYSIQUE}+@{PSYCHE})" disabled="true"/>
<input class="put-pts puttrauma" data-i18n-title="puttrauma-t" type="text" name="attr_Traumatisme" value="0"/>
<label class="max maxpoids" data-i18n="Max-u">Max</label>
<label class="actuel actuelpoids" data-i18n="Combat-u">Combat</label>
<label class="actuel actuelpoidsrepos" data-i18n="Actual-u">Actual</label>
<input class="put-pts-max putmaxpoids" type="text" value="(@{Force}+@{PHYSIQUE})" class="put-pts" type="text" name="attr_Poids-total_max" disabled="disabled"/>
<input class="put-pts putpoids" type="text" type="text" name="attr_Poids-total" value="0" />
<input class="put-pts putpoidsrepos" type="text" type="text" name="attr_Poids-total-repos" value="0" />
<input class="put-pts-max putmaxpoids" data-i18n-title="putmaxpoids-t" type="text" value="(@{Force}+@{PHYSIQUE})" class="put-pts" type="text" name="attr_Poids-total_max" disabled="disabled"/>
<input class="put-pts putpoids" data-i18n-title="putpoids-t" type="text" type="text" name="attr_Poids-total" value="0" />
<input class="put-pts putpoidsrepos" data-i18n-title="putpoidsrepos-t" type="text" type="text" name="attr_Poids-total-repos" value="0" />
</div>
<img class="fond-status" src="http://i63.tinypic.com/1zzhok9.png"/>
<div class="tab2">
@@ -462,68 +462,68 @@
<tbody>
<tr>
<td class="labl">
<label class="comp" data-i18n="Athletics-u">Athletics</label><label class="crea-culture-athletisme">+1</label><label class="crea-concept-athletisme">+1</label>
<label class="comp" data-i18n="Athletics-u" data-i18n-title="Athletics-t">Athletics</label><label class="crea-culture-athletisme">+1</label><label class="crea-concept-athletisme">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Athlétisme" value="0"/>
</td>
<td>
<button type='roll' name='roll_Athlétisme' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Athletisme}} {{attr=PHYSIQUE}} {{attr_num=@{PHYSIQUE}}} {{skill=Athlétisme}} {{skill_num=@{Athlétisme}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PHYSIQUE}+@{Athlétisme}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Athlétisme' data-i18n-title="Athletics-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Athletics-u}}} {{attr=^{BODY-u}}} {{attr_num=@{PHYSIQUE}}} {{skill=^{Athletics-u}}} {{skill_num=@{Athlétisme}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PHYSIQUE}+@{Athlétisme}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Brawl-u">Brawl</label><label class="crea-culture-bagarre">+1</label><label class="crea-culte-bagarre">+1</label><label class="crea-concept-bagarre">+1</label>
<label class="comp" data-i18n="Brawl-u" data-i18n-title="Brawl-t">Brawl</label><label class="crea-culture-bagarre">+1</label><label class="crea-culte-bagarre">+1</label><label class="crea-concept-bagarre">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Bagarre" value="0"/>
</td>
<td>
<button type='roll' name='roll_Bagarre' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Bagarre}} {{attr=PHYSIQUE}} {{attr_num=@{PHYSIQUE}}} {{skill=Bagarre}} {{skill_num=@{Bagarre}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PHYSIQUE}+@{Bagarre}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Bagarre' data-i18n-title="Brawl-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Brawl-u}}} {{attr=^{BODY-u}}} {{attr_num=@{PHYSIQUE}}} {{skill=^{Brawl-u}}} {{skill_num=@{Bagarre}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PHYSIQUE}+@{Bagarre}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Force-u">Force</label><label class="crea-culture-force">+1</label><label class="crea-culte-force">+1</label><label class="crea-concept-force">+1</label>
<label class="comp" data-i18n="Force-u" data-i18n-title="Force-t">Force</label><label class="crea-culture-force">+1</label><label class="crea-culte-force">+1</label><label class="crea-concept-force">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Force" value="0"/>
</td>
<td>
<button type='roll' name='roll_Force' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Force}} {{attr=PHYSIQUE}} {{attr_num=@{PHYSIQUE}}} {{skill=Force}} {{skill_num=@{Force}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PHYSIQUE}+@{Force}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Force' data-i18n-title="Force-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Force-u}}} {{attr=^{BODY-u}}} {{attr_num=@{PHYSIQUE}}} {{skill=^{Force-u}}} {{skill_num=@{Force}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PHYSIQUE}+@{Force}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Melee">Melee</label><label class="crea-culture-melee">+1</label><label class="crea-culte-melee">+1</label><label class="crea-concept-melee">+1</label>
<label class="comp" data-i18n="Melee-u" data-i18n-title="Melee-t">Melee</label><label class="crea-culture-melee">+1</label><label class="crea-culte-melee">+1</label><label class="crea-concept-melee">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Melée" value="0" />
</td>
<td>
<button type='roll' name='roll_Melée' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Melée}} {{attr=PHYSIQUE}} {{attr_num=@{PHYSIQUE}}} {{skill=Melée}} {{skill_num=@{Melée}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PHYSIQUE}+@{Melée}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Melée' data-i18n-title="Melee-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Melee-u}}} {{attr=^{BODY-u}}} {{attr_num=@{PHYSIQUE}}} {{skill=^{Melee-u}}} {{skill_num=@{Melée}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PHYSIQUE}+@{Melée}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Stamina-u">Stamina</label><label class="crea-culture-endurance">+1</label><label class="crea-culte-endurance">+1</label><label class="crea-concept-endurance">+1</label>
<label class="comp" data-i18n="Stamina-u" data-i18n-title="Stamina-t">Stamina</label><label class="crea-culture-endurance">+1</label><label class="crea-culte-endurance">+1</label><label class="crea-concept-endurance">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Endurance" value="0" />
</td>
<td>
<button type='roll' name='roll_Endurance' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Endurance}} {{attr=PHYSIQUE}} {{attr_num=@{PHYSIQUE}}} {{skill=Endurance}} {{skill_num=@{Endurance}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PHYSIQUE}+@{Endurance}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Endurance' data-i18n-title="Stamina-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Stamina-u}}} {{attr=^{BODY-u}}} {{attr_num=@{PHYSIQUE}}} {{skill=^{Stamina-u}}} {{skill_num=@{Endurance}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PHYSIQUE}+@{Endurance}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Toughness-u">Toughness</label><label class="crea-culture-resistance">+1</label><label class="crea-culte-resistance">+1</label><label class="crea-concept-resistance">+1</label>
<label class="comp" data-i18n="Toughness-u" data-i18n-title="Toughness-t">Toughness</label><label class="crea-culture-resistance">+1</label><label class="crea-culte-resistance">+1</label><label class="crea-concept-resistance">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Résistance" value="0" />
</td>
<td>
<button type='roll' name='roll_Résistance' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Résistance}} {{attr=PHYSIQUE}} {{attr_num=@{PHYSIQUE}}} {{skill=Résistance}} {{skill_num=@{Résistance}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PHYSIQUE}+@{Résistance}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Résistance' data-i18n-title="Toughness-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Toughness-u}}} {{attr=^{BODY-u}}} {{attr_num=@{PHYSIQUE}}} {{skill=^{Toughness-u}}} {{skill_num=@{Résistance}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PHYSIQUE}+@{Résistance}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
</tbody>
@@ -550,68 +550,68 @@
<tbody>
<tr>
<td class="labl">
<label class="comp" data-i18n="Crafting-u">Crafting</label><label class="crea-culture-craft">+1</label><label class="crea-culte-craft">+1</label><label class="crea-concept-craft">+1</label>
<label class="comp" data-i18n="Crafting-u" data-i18n-title="Crafting-t">Crafting</label><label class="crea-culture-craft">+1</label><label class="crea-culte-craft">+1</label><label class="crea-concept-craft">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Craft" value="0" />
</td>
<td>
<button type='roll' name='roll_Craft' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Craft}} {{attr=AGILITE}} {{attr_num=@{AGILITE}}} {{skill=Craft}} {{skill_num=@{Craft}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{AGILITE}+@{Craft}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Craft' data-i18n-title="Crafting-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Crafting-u}}} {{attr=^{AGILITY-u}}} {{attr_num=@{AGILITE}}} {{skill=^{Crafting-u}}} {{skill_num=@{Craft}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{AGILITE}+@{Craft}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Dexterity-u">Dexterity</label><label class="crea-culture-dexterite">+1</label><label class="crea-culte-dexterite">+1</label><label class="crea-concept-dexterite">+1</label>
<label class="comp" data-i18n="Dexterity-u" data-i18n-title="Dexterity-t">Dexterity</label><label class="crea-culture-dexterite">+1</label><label class="crea-culte-dexterite">+1</label><label class="crea-concept-dexterite">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Dextérité" value="0" />
</td>
<td>
<button type='roll' name='roll_Dextérité' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Dextérité}} {{attr=AGILITE}} {{attr_num=@{AGILITE}}} {{skill=Dextérité}} {{skill_num=@{Dextérité}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{AGILITE}+@{Dextérité}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Dextérité' data-i18n-title="Dexterity-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Dexterity-u}}} {{attr=^{AGILITY-u}}} {{attr_num=@{AGILITE}}} {{skill=^{Dexterity-u}}} {{skill_num=@{Dextérité}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{AGILITE}+@{Dextérité}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Navigation-u">Navigation</label><label class="crea-culture-navigation">+1</label><label class="crea-culte-navigation">+1</label><label class="crea-concept-navigation">+1</label>
<label class="comp" data-i18n="Navigation-u" data-i18n-title="Navigation-t">Navigation</label><label class="crea-culture-navigation">+1</label><label class="crea-culte-navigation">+1</label><label class="crea-concept-navigation">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Navigation" value="0" />
</td>
<td>
<button type='roll' name='roll_Navigation' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Navigation}} {{attr=AGILITE}} {{attr_num=@{AGILITE}}} {{skill=Navigation}} {{skill_num=@{Navigation}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{AGILITE}+@{Navigation}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Navigation' data-i18n-title="Navigation-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Navigation-u}}} {{attr=^{AGILITY-u}}} {{attr_num=@{AGILITE}}} {{skill=^{Navigation-u}}} {{skill_num=@{Navigation}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{AGILITE}+@{Navigation}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Mobility-u">Mobility</label><label class="crea-culture-mobilite">+1</label><label class="crea-culte-mobilite">+1</label><label class="crea-concept-mobilite">+1</label>
<label class="comp" data-i18n="Mobility-u" data-i18n-title="Mobility-t">Mobility</label><label class="crea-culture-mobilite">+1</label><label class="crea-culte-mobilite">+1</label><label class="crea-concept-mobilite">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Mobilité" value="0" />
</td>
<td>
<button type='roll' name='roll_Mobilité' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Mobilité}} {{attr=AGILITE}} {{attr_num=@{AGILITE}}} {{skill=Mobilité}} {{skill_num=@{Mobilité}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{AGILITE}+@{Mobilité}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Mobilité' data-i18n-title="Mobility-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Mobility-u}}} {{attr=^{AGILITY-u}}} {{attr_num=@{AGILITE}}} {{skill=^{Mobility-u}}} {{skill_num=@{Mobilité}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{AGILITE}+@{Mobilité}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Projectiles-u">Projectiles</label><label class="crea-culture-projectiles">+1</label><label class="crea-culte-projectiles">+1</label><label class="crea-concept-projectiles">+1</label>
<label class="comp" data-i18n="Projectiles-u" data-i18n-title="Projectiles-t">Projectiles</label><label class="crea-culture-projectiles">+1</label><label class="crea-culte-projectiles">+1</label><label class="crea-concept-projectiles">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Projectiles" value="0" />
</td>
<td>
<button type='roll' name='roll_Projectiles' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Projectiles}} {{attr=AGILITE}} {{attr_num=@{AGILITE}}} {{skill=Projectiles}} {{skill_num=@{Projectiles}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{AGILITE}+@{Projectiles}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Projectiles' data-i18n-title="Projectiles-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Projectiles-u}}} {{attr=^{AGILITY-u}}} {{attr_num=@{AGILITE}}} {{skill=^{Projectiles-u}}} {{skill_num=@{Projectiles}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{AGILITE}+@{Projectiles}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Stealth-u">Stealth</label><label class="crea-culture-furtivite">+1</label><label class="crea-culte-furtivite">+1</label><label class="crea-concept-furtivite">+1</label>
<label class="comp" data-i18n="Stealth-u" data-i18n-title="Stealth-t">Stealth</label><label class="crea-culture-furtivite">+1</label><label class="crea-culte-furtivite">+1</label><label class="crea-concept-furtivite">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Furtivité" value="0" />
</td>
<td>
<button type='roll' name='roll_Furtivité' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Furtivité}} {{attr=AGILITE}} {{attr_num=@{AGILITE}}} {{skill=Furtivité}} {{skill_num=@{Furtivité}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{AGILITE}+@{Furtivité}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Furtivité' data-i18n-title="Stealth-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Stealth-u}}} {{attr=^{AGILITY-u}}} {{attr_num=@{AGILITE}}} {{skill=^{Stealth-u}}} {{skill_num=@{Furtivité}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{AGILITE}+@{Furtivité}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
</tbody>
@@ -638,68 +638,68 @@
<tbody>
<tr>
<td class="labl">
<label class="comp" data-i18n="Arts-u">Arts</label><label class="crea-culture-art">+1</label><label class="crea-culte-art">+1</label><label class="crea-concept-art">+1</label>
<label class="comp" data-i18n="Arts-u" data-i18n-title="Arts-t">Arts</label><label class="crea-culture-art">+1</label><label class="crea-culte-art">+1</label><label class="crea-concept-art">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Art" value="0" />
</td>
<td>
<button type='roll' name='roll_Art' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Art}} {{attr=CHARISME}} {{attr_num=@{CHARISME}}} {{skill=Art}} {{skill_num=@{Art}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{CHARISME}+@{Art}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Art' data-i18n-title="Arts-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Arts-u}}} {{attr=^{CHARISMA-u}}} {{attr_num=@{CHARISME}}} {{skill=^{Arts-u}}} {{skill_num=@{Art}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{CHARISME}+@{Art}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Conduct-u">Conduct</label><label class="crea-culture-comportement">+1</label><label class="crea-culte-comportement">+1</label><label class="crea-concept-comportement">+1</label>
<label class="comp" data-i18n="Conduct-u" data-i18n-title="Conduct-t">Conduct</label><label class="crea-culture-comportement">+1</label><label class="crea-culte-comportement">+1</label><label class="crea-concept-comportement">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Comportement" value="0" />
</td>
<td>
<button type='roll' name='roll_Comportement' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Comportement<}} {{attr=CHARISME}} {{attr_num=@{CHARISME}}} {{skill=Comportement<}} {{skill_num=@{Comportement<}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{CHARISME}+@{Comportement<}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Comportement' data-i18n-title="Conduct-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Conduct-u}}} {{attr=^{CHARISMA-u}}} {{attr_num=@{CHARISME}}} {{skill=^{Conduct-u}}} {{skill_num=@{Comportement}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{CHARISME}+@{Comportement}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Expression-u">Expression</label><label class="crea-culture-express">+1</label><label class="crea-culte-express">+1</label><label class="crea-concept-express">+1</label>
<label class="comp" data-i18n="Expression-u" data-i18n-title="Expression-t">Expression</label><label class="crea-culture-express">+1</label><label class="crea-culte-express">+1</label><label class="crea-concept-express">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Expression" value="0" />
</td>
<td>
<button type='roll' name='roll_Expression' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Expression}} {{attr=CHARISME}} {{attr_num=@{CHARISME}}} {{skill=Expression}} {{skill_num=@{Expression}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{CHARISME}+@{Expression}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Expression' data-i18n-title="Expression-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Expression-u}}} {{attr=^{CHARISMA-u}}} {{attr_num=@{CHARISME}}} {{skill=^{Expression-u}}} {{skill_num=@{Expression}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{CHARISME}+@{Expression}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Leadership-u">Leadership</label><label class="crea-culture-commandement">+1</label><label class="crea-culte-commandement">+1</label><label class="crea-concept-commandement">+1</label>
<label class="comp" data-i18n="Leadership-u" data-i18n-title="Leadership-t">Leadership</label><label class="crea-culture-commandement">+1</label><label class="crea-culte-commandement">+1</label><label class="crea-concept-commandement">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Commandement" value="0" />
</td>
<td>
<button type='roll' name='roll_Commandement' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Commandement}} {{attr=CHARISME}} {{attr_num=@{CHARISME}}} {{skill=Commandement}} {{skill_num=@{Commandement}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{CHARISME}+@{Commandement}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Commandement' data-i18n-title="Leadership-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Leadership-u}}} {{attr=^{CHARISMA-u}}} {{attr_num=@{CHARISME}}} {{skill=^{Leadership-u}}} {{skill_num=@{Commandement}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{CHARISME}+@{Commandement}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Negociation-u">Negociation</label><label class="crea-culture-negociation">+1</label><label class="crea-culte-negociation">+1</label><label class="crea-concept-negociation">+1</label>
<label class="comp" data-i18n="Negociation-u" data-i18n-title="Negociation-t">Negociation</label><label class="crea-culture-negociation">+1</label><label class="crea-culte-negociation">+1</label><label class="crea-concept-negociation">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Négociation" value="0" />
</td>
<td>
<button type='roll' name='roll_Négociation' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Négociation}} {{attr=CHARISME}} {{attr_num=@{CHARISME}}} {{skill=Négociation}} {{skill_num=@{Négociation}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{CHARISME}+@{Négociation}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Négociation' data-i18n-title="Negociation-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Negociation-u}}} {{attr=^{CHARISMA-u}}} {{attr_num=@{CHARISME}}} {{skill=^{Negociation-u}}} {{skill_num=@{Négociation}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{CHARISME}+@{Négociation}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Seduction-u">Seduction</label><label class="crea-culture-seduction">+1</label><label class="crea-culte-seduction">+1</label><label class="crea-concept-seduction">+1</label>
<label class="comp" data-i18n="Seduction-u" data-i18n-title="Seduction-t">Seduction</label><label class="crea-culture-seduction">+1</label><label class="crea-culte-seduction">+1</label><label class="crea-concept-seduction">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Séduction" value="0" />
</td>
<td>
<button type='roll' name='roll_Séduction' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Séduction}} {{attr=CHARISME}} {{attr_num=@{CHARISME}}} {{skill=Séduction}} {{skill_num=@{Séduction}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{CHARISME}+@{Séduction}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Séduction' data-i18n-title="Seduction-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Seduction-u}}} {{attr=^{CHARISMA-u}}} {{attr_num=@{CHARISME}}} {{skill=^{Seduction-u}}} {{skill_num=@{Séduction}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{CHARISME}+@{Séduction}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
</tbody>
@@ -734,68 +734,68 @@
<tbody>
<tr>
<td class="labl">
<label class="comp" data-i18n="Artefact-u">Artefact lore</label><label class="crea-culture-artefacts">+1</label><label class="crea-culte-artefacts">+1</label><label class="crea-concept-artefacts">+1</label>
<label class="comp" data-i18n="Artefact-u" data-i18n-title="Artefact-t">Artefact lore</label><label class="crea-culture-artefacts">+1</label><label class="crea-culte-artefacts">+1</label><label class="crea-concept-artefacts">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Connaissance-des-artefacts" value="0" />
</td>
<td>
<button type='roll' name='roll_Ingéniosité' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Conn. des artefacts}} {{attr=INTELLIGENCE}} {{attr_num=@{INTELLIGENCE}}} {{skill=Conn. des artefacts}} {{skill_num=@{Connaissance-des-artefacts}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INTELLIGENCE}+@{Connaissance-des-artefacts}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Ingéniosité' data-i18n-title="Artefact-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Artefact-u}}} {{attr=^{INTELLECT-u}}} {{attr_num=@{INTELLIGENCE}}} {{skill=^{Artefact-u}}} {{skill_num=@{Connaissance-des-artefacts}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INTELLIGENCE}+@{Connaissance-des-artefacts}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Engineering-u">Engineering</label><label class="crea-culture-ingeniosite">+1</label><label class="crea-culte-ingeniosite">+1</label><label class="crea-concept-ingeniosite">+1</label>
<label class="comp" data-i18n="Engineering-u" data-i18n-title="Engineering-t">Engineering</label><label class="crea-culture-ingeniosite">+1</label><label class="crea-culte-ingeniosite">+1</label><label class="crea-concept-ingeniosite">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Ingéniosité" value="0" />
</td>
<td>
<button type='roll' name='roll_Ingéniosité' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Ingéniosité}} {{attr=INTELLIGENCE}} {{attr_num=@{INTELLIGENCE}}} {{skill=Ingéniosité}} {{skill_num=@{Ingéniosité}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INTELLIGENCE}+@{Ingéniosité}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Ingéniosité' data-i18n-title="Engineering-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Engineering-u}}} {{attr=^{INTELLECT-u}}} {{attr_num=@{INTELLIGENCE}}} {{skill=^{Engineering-u}}} {{skill_num=@{Ingéniosité}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INTELLIGENCE}+@{Ingéniosité}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp-concentration" data-i18n="Focus-u">Focus</label><label class="crea-culture-concentration">+1</label><label class="crea-culte-concentration">+1</label><label class="crea-concept-concentration">+1</label>
<label class="comp-concentration" data-i18n="Focus-u" data-i18n-title="Focus-t">Focus</label><label class="crea-culture-concentration">+1</label><label class="crea-culte-concentration">+1</label><label class="crea-concept-concentration">+1</label>
</td>
<td class="put">
<input class="compe-concentration" type="text" name="attr_Concentration" value="0" />
</td>
<td>
<button class="roll-concentration" type='roll' name='roll_Concentration' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Concentration}} {{attr=INTELLIGENCE}} {{attr_num=@{INTELLIGENCE}}} {{skill=Concentration}} {{skill_num=@{Concentration}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INTELLIGENCE}+@{Concentration}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button class="roll-concentration" type='roll' data-i18n-title="Focus-t" name='roll_Concentration' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Focus-u}}} {{attr=^{INTELLECT-u}}} {{attr_num=@{INTELLIGENCE}}} {{skill=^{Focus-u}}} {{skill_num=@{Concentration}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INTELLIGENCE}+@{Concentration}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Legends-u">Legends</label><label class="crea-culture-legendes">+1</label><label class="crea-culte-legendes">+1</label><label class="crea-concept-legendes">+1</label>
<label class="comp" data-i18n="Legends-u" data-i18n-title="Legends-t">Legends</label><label class="crea-culture-legendes">+1</label><label class="crea-culte-legendes">+1</label><label class="crea-concept-legendes">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Légendes" value="0" />
</td>
<td>
<button type='roll' name='roll_Légendes' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Légendes}} {{attr=INTELLIGENCE}} {{attr_num=@{INTELLIGENCE}}} {{skill=Légendes}} {{skill_num=@{Légendes}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INTELLIGENCE}+@{Légendes}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Légendes' data-i18n-title="Legends-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Legends-u}}} {{attr=^{INTELLECT-u}}} {{attr_num=@{INTELLIGENCE}}} {{skill=^{Legends-u}}} {{skill_num=@{Légendes}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INTELLIGENCE}+@{Légendes}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Medicine-u">Medicine</label><label class="crea-culture-medecine">+1</label><label class="crea-culte-medecine">+1</label><label class="crea-concept-medecine">+1</label>
<label class="comp" data-i18n="Medicine-u" data-i18n-title="Medicine-t">Medicine</label><label class="crea-culture-medecine">+1</label><label class="crea-culte-medecine">+1</label><label class="crea-concept-medecine">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Médecine" value="0" />
</td>
<td>
<button type='roll' name='roll_Médecine' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Médecine}} {{attr=INTELLIGENCE}} {{attr_num=@{INTELLIGENCE}}} {{skill=Médecine}} {{skill_num=@{Médecine}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INTELLIGENCE}+@{Médecine}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Médecine' data-i18n-title="Medicine-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Medicine-u}}} {{attr=^{INTELLECT-u}}} {{attr_num=@{INTELLIGENCE}}} {{skill=^{Medicine-u}}} {{skill_num=@{Médecine}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INTELLIGENCE}+@{Médecine}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Science-u">Science</label><label class="crea-culture-science">+1</label><label class="crea-culte-science">+1</label><label class="crea-concept-science">+1</label>
<label class="comp" data-i18n="Science-u" data-i18n-title="Science-t">Science</label><label class="crea-culture-science">+1</label><label class="crea-culte-science">+1</label><label class="crea-concept-science">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Science" value="0" />
</td>
<td>
<button type='roll' name='roll_Science' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Science}} {{attr=INTELLIGENCE}} {{attr_num=@{INTELLIGENCE}}} {{skill=Science}} {{skill_num=@{Science}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INTELLIGENCE}+@{Science}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Science' data-i18n-title="Science-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Science-u}}} {{attr=^{INTELLECT-u}}} {{attr_num=@{INTELLIGENCE}}} {{skill=^{Science-u}}} {{skill_num=@{Science}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INTELLIGENCE}+@{Science}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
</tbody>
@@ -822,68 +822,68 @@
<tbody>
<tr>
<td class="labl">
<label class="comp" data-i18n="Cunning-u">Cunning</label><label class="crea-culture-ruse">+1</label><label class="crea-culte-ruse">+1</label><label class="crea-concept-ruse">+1</label>
<label class="comp" data-i18n="Cunning-u" data-i18n-title="Cunning-t">Cunning</label><label class="crea-culture-ruse">+1</label><label class="crea-culte-ruse">+1</label><label class="crea-concept-ruse">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Ruse" value="0" />
</td>
<td>
<button type='roll' name='roll_Ruse' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Ruse}} {{attr=PSYCHE}} {{attr_num=@{PSYCHE}}} {{skill=Ruse}} {{skill_num=@{Ruse}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PSYCHE}+@{Ruse}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Ruse' data-i18n-title="Cunning-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Cunning-u}}} {{attr=^{PSYCHE-u}}} {{attr_num=@{PSYCHE}}} {{skill=^{Cunning-u}}} {{skill_num=@{Ruse}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PSYCHE}+@{Ruse}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Deception-u">Deception</label><label class="crea-culture-tromperie">+1</label><label class="crea-culte-tromperie">+1</label><label class="crea-concept-tromperie">+1</label>
<label class="comp" data-i18n="Deception-u" data-i18n-title="Deception-t">Deception</label><label class="crea-culture-tromperie">+1</label><label class="crea-culte-tromperie">+1</label><label class="crea-concept-tromperie">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Tromperie" value="0" />
</td>
<td>
<button type='roll' name='roll_Tromperie' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Tromperie}} {{attr=PSYCHE}} {{attr_num=@{PSYCHE}}} {{skill=Tromperie}} {{skill_num=@{Tromperie}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PSYCHE}+@{Tromperie}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Tromperie' data-i18n-title="Deception-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Deception-u}}} {{attr=^{PSYCHE-u}}} {{attr_num=@{PSYCHE}}} {{skill=^{Deception-u}}} {{skill_num=@{Tromperie}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PSYCHE}+@{Tromperie}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Domination-u">Domination</label><label class="crea-culture-domination">+1</label><label class="crea-culte-domination">+1</label><label class="crea-concept-domination">+1</label>
<label class="comp" data-i18n="Domination-u" data-i18n-title="Domination-t">Domination</label><label class="crea-culture-domination">+1</label><label class="crea-culte-domination">+1</label><label class="crea-concept-domination">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Domination" value="0" />
</td>
<td>
<button type='roll' name='roll_Domination' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Domination}} {{attr=PSYCHE}} {{attr_num=@{PSYCHE}}} {{skill=Domination}} {{skill_num=@{Domination}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PSYCHE}+@{Domination}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Domination' data-i18n-title="Domination-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Domination-u}}} {{attr=^{PSYCHE-u}}} {{attr_num=@{PSYCHE}}} {{skill=^{Domination-u}}} {{skill_num=@{Domination}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PSYCHE}+@{Domination}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp-foi" data-i18n="Faith-u">Faith</label><label class="crea-culture-foi">+1</label><label class="crea-culte-foi">+1</label><label class="crea-concept-foi">+1</label>
<label class="comp-foi" data-i18n="Faith-u" data-i18n-title="Faith-t">Faith</label><label class="crea-culture-foi">+1</label><label class="crea-culte-foi">+1</label><label class="crea-concept-foi">+1</label>
</td>
<td class="put">
<input class="compe-foi" type="text" name="attr_Foi" value="0" />
</td>
<td>
<button class="roll-foi" type='roll' name='roll_Foi' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Foi}} {{attr=PSYCHE}} {{attr_num=@{PSYCHE}}} {{skill=Foi}} {{skill_num=@{Foi}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PSYCHE}+@{Foi}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button class="roll-foi" type='roll' name='roll_Foi' data-i18n-title="Faith-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Faith-u}}} {{attr=^{PSYCHE-u}}} {{attr_num=@{PSYCHE}}} {{skill=^{Faith-u}}} {{skill_num=@{Foi}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PSYCHE}+@{Foi}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Reaction-u">Reaction</label><label class="crea-culture-reflexes">+1</label><label class="crea-culte-reflexes">+1</label><label class="crea-concept-reflexes">+1</label>
<label class="comp" data-i18n="Reaction-u" data-i18n-title="Reaction-t">Reaction</label><label class="crea-culture-reflexes">+1</label><label class="crea-culte-reflexes">+1</label><label class="crea-concept-reflexes">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Réflexes" value="0" />
</td>
<td>
<button type='roll' name='roll_Réflexes' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Réflexes}} {{attr=PSYCHE}} {{attr_num=@{PSYCHE}}} {{skill=Réflexes}} {{skill_num=@{Réflexes}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PSYCHE}+@{Réflexes}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Réflexes' data-i18n-title="Reaction-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Reaction-u}}} {{attr=^{PSYCHE-u}}} {{attr_num=@{PSYCHE}}} {{skill=^{Reaction-u}}} {{skill_num=@{Réflexes}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PSYCHE}+@{Réflexes}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp-volonte" data-i18n="Willpower-u">Willpower</label><label class="crea-culture-volonte">+1</label><label class="crea-culte-volonte">+1</label><label class="crea-concept-volonte">+1</label>
<label class="comp-volonte" data-i18n="Willpower-u" data-i18n-title="Willpower-t">Willpower</label><label class="crea-culture-volonte">+1</label><label class="crea-culte-volonte">+1</label><label class="crea-concept-volonte">+1</label>
</td>
<td class="put">
<input class="compe-volonte" type="text" name="attr_Volonté" value="0" />
</td>
<td>
<button class="roll-volonte" type='roll' name='roll_Volonté' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Volonté}} {{attr=PSYCHE}} {{attr_num=@{PSYCHE}}} {{skill=Volonté}} {{skill_num=@{Volonté}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PSYCHE}+@{Volonté}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button class="roll-volonte" type='roll' data-i18n-title="Willpower-t" name='roll_Volonté' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Willpower-u}}} {{attr=^{PSYCHE-u}}} {{attr_num=@{PSYCHE}}} {{skill=^{Willpower-u}}} {{skill_num=@{Volonté}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{PSYCHE}+@{Volonté}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
</tbody>
@@ -910,68 +910,68 @@
<tbody>
<tr>
<td class="labl">
<label class="comp" data-i18n="Empathy-u">Empathy</label><label class="crea-culture-empathie">+1</label><label class="crea-culte-empathie">+1</label><label class="crea-concept-empathie">+1</label>
<label class="comp" data-i18n="Empathy-u" data-i18n-title="Empathy-t">Empathy</label><label class="crea-culture-empathie">+1</label><label class="crea-culte-empathie">+1</label><label class="crea-concept-empathie">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Empathie" value="0" />
</td>
<td>
<button type='roll' name='roll_Empathie' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Empathie}} {{attr=INSTINCT}} {{attr_num=@{INSTINCT}}} {{skill=Empathie}} {{skill_num=@{Empathie}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INSTINCT}+@{Empathie}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Empathie' data-i18n-title="Empathy-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Empathy-u}}} {{attr=^{INSTINCT-u}}} {{attr_num=@{INSTINCT}}} {{skill=^{Empathy-u}}} {{skill_num=@{Empathie}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INSTINCT}+@{Empathie}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Orienteering-u">Orienteering</label><label class="crea-culture-orientation">+1</label><label class="crea-culte-orientation">+1</label><label class="crea-concept-orientation">+1</label>
<label class="comp" data-i18n="Orienteering-u" data-i18n-title="Orienteering-t">Orienteering</label><label class="crea-culture-orientation">+1</label><label class="crea-culte-orientation">+1</label><label class="crea-concept-orientation">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Orientation" value="0" />
</td>
<td>
<button type='roll' name='roll_Orientation' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Orientation}} {{attr=INSTINCT}} {{attr_num=@{INSTINCT}}} {{skill=Orientation}} {{skill_num=@{Orientation}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INSTINCT}+@{Orientation}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Orientation' data-i18n-title="Orienteering-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Orienteering-u}}} {{attr=^{INSTINCT-u}}} {{attr_num=@{INSTINCT}}} {{skill=^{Orienteering-u}}} {{skill_num=@{Orientation}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INSTINCT}+@{Orientation}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Perception-u">Perception</label><label class="crea-culture-perception">+1</label><label class="crea-culte-perception">+1</label><label class="crea-concept-perception">+1</label>
<label class="comp" data-i18n="Perception-u" data-i18n-title="Perception-t">Perception</label><label class="crea-culture-perception">+1</label><label class="crea-culte-perception">+1</label><label class="crea-concept-perception">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Perception" value="0" />
</td>
<td>
<button type='roll' name='roll_Perception' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Perception}} {{attr=INSTINCT}} {{attr_num=@{INSTINCT}}} {{skill=Perception}} {{skill_num=@{Perception}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INSTINCT}+@{Perception}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Perception' data-i18n-title="Perception-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Perception-u}}} {{attr=^{INSTINCT-u}}} {{attr_num=@{INSTINCT}}} {{skill=^{Perception-u}}} {{skill_num=@{Perception}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INSTINCT}+@{Perception}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp-primaire" data-i18n="Primal-u">Primal</label><label class="crea-culture-primaire">+1</label><label class="crea-culte-primaire">+1</label><label class="crea-concept-primaire">+1</label>
<label class="comp-primaire" data-i18n="Primal-u" data-i18n-title="Primal-t">Primal</label><label class="crea-culture-primaire">+1</label><label class="crea-culte-primaire">+1</label><label class="crea-concept-primaire">+1</label>
</td>
<td class="put">
<input class="compe-primaire" type="text" name="attr_Primaire" value="0" />
</td>
<td>
<button class="roll-primaire" type='roll' name='roll_Primaire' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Primaire}} {{attr=INSTINCT}} {{attr_num=@{INSTINCT}}} {{skill=Primaire}} {{skill_num=@{Primaire}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INSTINCT}+@{Primaire}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button class="roll-primaire" type='roll' data-i18n-title="Primal-t" name='roll_Primaire' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Primal-u}}} {{attr=^{INSTINCT-u}}} {{attr_num=@{INSTINCT}}} {{skill=^{Primal-u}}} {{skill_num=@{Primaire}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INSTINCT}+@{Primaire}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Survival-u">Survival</label><label class="crea-culture-survie">+1</label><label class="crea-culte-survie">+1</label><label class="crea-concept-survie">+1</label>
<label class="comp" data-i18n="Survival-u" data-i18n-title="Survival-t">Survival</label><label class="crea-culture-survie">+1</label><label class="crea-culte-survie">+1</label><label class="crea-concept-survie">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Survie" value="0" />
</td>
<td>
<button type='roll' name='roll_Survie' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Survie}} {{attr=INSTINCT}} {{attr_num=@{INSTINCT}}} {{skill=Survie}} {{skill_num=@{Survie}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INSTINCT}+@{Survie}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Survie' data-i18n-title="Survival-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Survival-u}}} {{attr=^{INSTINCT-u}}} {{attr_num=@{INSTINCT}}} {{skill=^{Survival-u}}} {{skill_num=@{Survie}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INSTINCT}+@{Survie}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" data-i18n="Taming-u">Taming</label><label class="crea-culture-domptage">+1</label><label class="crea-culte-domptage">+1</label><label class="crea-concept-domptage">+1</label>
<label class="comp" data-i18n="Taming-u" data-i18n-title="Taming-t">Taming</label><label class="crea-culture-domptage">+1</label><label class="crea-culte-domptage">+1</label><label class="crea-concept-domptage">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Domptage" value="0" />
</td>
<td>
<button type='roll' name='roll_Domptage' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Domptage}} {{attr=INSTINCT}} {{attr_num=@{INSTINCT}}} {{skill=Domptage}} {{skill_num=@{Domptage}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INSTINCT}+@{Domptage}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button type='roll' name='roll_Domptage' data-i18n-title="Taming-t" value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=^{Taming-u}}} {{attr=^{INSTINCT-u}}} {{attr_num=@{INSTINCT}}} {{skill=^{Taming-u}}} {{skill_num=@{Domptage}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INSTINCT}+@{Domptage}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
</tbody>
@@ -982,86 +982,6 @@
</tbody>
</table>
</div>
<div class="tab-jet-spe">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td>
<label class="comp" style="padding-right: 10px;" data-i18n="SpecialTest-u">Special test </label>
</td>
<td>
<select style="width:120px;text-align:center;" name='attr_attribut'>
<option value="" data-i18n="ATTRIBUTE-u">ATTRIBUTE</option>
<option value=""></option>
<option value="@{PHYSIQUE}" data-i18n="BODY-u">BODY</option>
<option value="@{AGILITE}" data-i18n="AGILITY-u">AGILITY</option>
<option value="@{CHARISME}" data-i18n="CHARISMA-u">CHARISMA</option>
<option value="@{INTELLIGENCE}" data-i18n="INTELLECT-u">INTELLECT</option>
<option value="@{PSYCHE}" data-i18n="PSYCHE-u">PSYCHE</option>
<option value="@{INSTINCT}" data-i18n="INSTINCT-u">INSTINCT</option>
</select>
</td>
<td style="width:20px;text-align:center;font-size:1.5em;">+</td>
<td>
<select style="width:120px;text-align:center" name='attr_competence'>
<option value="" data-i18n="SKILL-u">SKILL</option>
<option value=""></option>
<option value="" data-i18n="SBODY-u">-* BODY *-</option>
<option value="@{Athletisme}" data-i18n="Athletics-u">Athletics</option>
<option value="@{Bagarre}" data-i18n="Brawl-u">Brawl</option>
<option value="@{Force}" data-i18n="Force-u">Force</option>
<option value="@{Melée}" data-i18n="Melee-u">Melee</option>
<option value="@{Endurance}" data-i18n="Stamina-u">Stamina</option>
<option value="@{Résistance}" data-i18n="Toughness-u">Toughness</option>
<option value=""></option>
<option value="" data-i18n="SAGILITY-u">-* AGILITY *-</option>
<option value="@{Craft}" data-i18n="Crafting-u">Crafting</option>
<option value="@{Dextérité}" data-i18n="Dexterity-u">Dexterity</option>
<option value="@{Navigation}" data-i18n="Navigation-u">Navigation</option>
<option value="@{Mobilité}" data-i18n="Mobility-u">Mobility</option>
<option value="@{Projectiles}" data-i18n="Projectiles-u">Projectiles</option>
<option value="@{Furtivité}" data-i18n="Stealth-u">Stealth</option>
<option value=""></option>
<option value="" data-i18n="SCHARISMA-u">-* CHARISMA *-</option>
<option value="@{Art}" data-i18n="Arts-u">Arts</option>
<option value="@{Comportement}" data-i18n="Conduct-u">Conduct</option>
<option value="@{Expression}" data-i18n="Expression-u">Expression</option>
<option value="@{Commandement}" data-i18n="Leadership-u">Leadership</option>
<option value="@{Négociation}" data-i18n="Negociation-u">Negociation</option>
<option value="@{Séduction}" data-i18n="Seduction-u">Seduction</option>
<option value=""></option>
<option value="" data-i18n="SINTELLECT-u">-* INTELLECT *-</option>
<option value="@{Conn. des artefacts}" data-i18n="Artefact-u">Artefact lore</option>
<option value="@{Ingéniosité}" data-i18n="Engineering-u">Engineering</option>
<option value="@{Concentration}" data-i18n="Focus-u">Focus</option>
<option value="@{Légendes}" data-i18n="Legends-u">Legends</option>
<option value="@{Médecine}" data-i18n="Medecine-u">Medecine</option>
<option value="@{Science}" data-i18n="Science-u">Science</option>
<option value=""></option>
<option value="" data-i18n="SPSYCHE-u">-* PSYCHE *-</option>
<option value="@{Ruse}" data-i18n="Cunning-u">Cunning</option>
<option value="@{Tromperie}" data-i18n="Deception-u">Deception</option>
<option value="@{Domination}" data-i18n="Domination-u">Domination</option>
<option value="@{Foi}" data-i18n="Faith-u">Faith</option>
<option value="@{Réflexes}" data-i18n="Reaction-u">Reaction</option>
<option value="@{Volonté}" data-i18n="Willpower-u">Willpower</option>
<option value=""></option>
<option value="" data-i18n="SINSTINCT-u">-* INSTINCT *-</option>
<option value="@{Empathie}" data-i18n="Empathy-u">Empathy</option>
<option value="@{Orientation}" data-i18n="Orienteering-u">Orienteering</option>
<option value="@{Perception}" data-i18n="Perception-u">Perception</option>
<option value="@{Primaire}" data-i18n="Primal-u">Primal</option>
<option value="@{Survie}" data-i18n="Survival-u">Survival</option>
<option value="@{Domptage}" data-i18n="Taming-u">Taming</option>
</select>
</td>
<td style="padding-left: 10px;">
<button style="margin-bottom:2px" type='roll' name='roll_Special' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Special}} {{attr=^{ATTRIBUTE-u}}} {{attr_num=@{attribut}}} {{skill=^{Skill-u}}} {{skill_num=@{competence}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{attribut}+@{competence}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
</tbody>
</table>
</div>
<div class="tab-potspe">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
@@ -1175,8 +1095,8 @@
</td>
<td style="width:54px;text-align:center"><input style="width:30px;text-align:center;background-color:lightgrey;color:darkgrey;" name='attr_cac-Slot-max' type="text" value="-" title="Max number of slots for modifications" data-i18n-title="Maxnumberofslotsformodifications-t"/><input style="width:30px;text-align:center" name='attr_cac-Slot' type="text" value="-" title="Actual number of slots for modifications" data-i18n-title="Actualnumberofslotsformodifications-t"/></td>
<td style="width:30px;text-align:center"><button type='roll' title="Attack roll"name='roll_attaque' value="&{template:degen-combat} {{name=@{character_name}}} {{weapon=@{cac-Description}}} {{qualite_arme=@{cac-Propriétésa}}} {{attr=Combat}} {{attr_num=[[@{cac-comp}]]}} {{mod_num=[[@{cac-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Traumatisme}-((@{Poids-total}(@{Poids-total_max})*floor(@{Poids-total}/(@{Poids-total_max})))]]}} {{deg_num=@{cac-Dégâts}}} {{result=[[{([[@{cac-comp}+@{cac-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
<td style="width:30px;text-align:center"><button type='roll' title="Defense roll"name='roll_def' value="&{template:degen-def} {{name=@{character_name}}} {{weapon=@{cac-Description}}} {{qualite_arme=@{cac-Propriétésa}}} {{attr=Combat}} {{attr_num=[[@{cac-comp}]]}} {{mod_num=[[@{cac-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-@{Terrain}-(@{Mouv}*2)-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{deg_num=@{cac-Dégâts}}} {{result=[[{([[@{cac-comp}+@{cac-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
<td style="width:30px;text-align:center"><button type='roll' title="Attack roll"name='roll_attaque' value="&{template:degen-combat} {{name=@{character_name}}} {{weapon=@{cac-Description}}} {{qualite_arme=@{cac-Propriétésa}}} {{attr=^{ATTRSkill-u}}} {{attr_num=[[@{cac-comp}]]}} {{mod_num=[[@{cac-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Traumatisme}-((@{Poids-total}(@{Poids-total_max})*floor(@{Poids-total}/(@{Poids-total_max})))]]}} {{deg_num=@{cac-Dégâts}}} {{result=[[{([[@{cac-comp}+@{cac-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
<td style="width:30px;text-align:center"><button type='roll' title="Defense roll"name='roll_def' value="&{template:degen-def} {{name=@{character_name}}} {{weapon=@{cac-Description}}} {{qualite_arme=@{cac-Propriétésa}}} {{attr=^{ATTRSkill-u}}} {{attr_num=[[@{cac-comp}]]}} {{mod_num=[[@{cac-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-@{Terrain}-(@{Mouv}*2)-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{deg_num=@{cac-Dégâts}}} {{result=[[{([[@{cac-comp}+@{cac-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
</tr>
</tbody>
</table>
@@ -1254,7 +1174,7 @@
</select>
</td>
<td style="width:64px;text-align:center"><input style="width:30px;text-align:center;background-color:lightgrey;color:darkgrey;" name='attr_bouclier-Slot-max' type="text" value="-" title="Max number of slots for modifications" data-i18n-title="Maxnumberofslotsformodifications-t"/><input style="width:30px;text-align:center" name='attr_bouclier-Slot' type="text" value="-" title="Actual number of slots for modifications" data-i18n-title="Actualnumberofslotsformodifications-t"/></td>
<td style="width:30px;text-align:center"><button type='roll' title="Defense roll"name='roll_def' value="&{template:degen-def} {{name=@{character_name}}} {{weapon=@{bouclier-Description}}} {{qualite_arme=@{bouclier-Propriétésa}}} {{attr=PHYSIQUE}} {{attr_num=[[@{PHYSIQUE}]]}} {{skill=Mélée}} {{skill_num=[[@{Melée}]]}} {{mod_num=[[@{bouclier-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{result=[[{([[@{PHYSIQUE}+@{Melée}+@{bouclier-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
<td style="width:30px;text-align:center"><button type='roll' title="Defense roll"name='roll_def' value="&{template:degen-def} {{name=@{character_name}}} {{weapon=@{bouclier-Description}}} {{qualite_arme=@{bouclier-Propriétésa}}} {{attr=^{BODY-u}}} {{attr_num=[[@{PHYSIQUE}]]}} {{skill=^{Melee-u}}} {{skill_num=[[@{Melée}]]}} {{mod_num=[[@{bouclier-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{result=[[{([[@{PHYSIQUE}+@{Melée}+@{bouclier-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
</tr>
</tbody>
</table>
@@ -1351,7 +1271,7 @@
<option value="VI" title="Wonderland" data-i18n-title="Wonderland-t">VI</option>
</select>
</td>
<td style="width:30px;text-align:center"><button type='roll' title="Attack roll" name='roll_attaque' value="&{template:degen-combat} {{name=@{character_name}}} {{weapon=@{arme-Description}}} {{munition=@{muni-Description}}} {{qualite_arme=@{arme-Propriétésa}}} {{qualite_munition=@{muni-Propriétésa}}} {{attr=Combat}} {{attr_num=[[@{arme-comp}]]}} {{mod_num=[[@{arme-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Distance}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{deg_num=@{muni-Dégâts}}} {{result=[[{([[@{arme-comp}+@{arme-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Distance}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
<td style="width:30px;text-align:center"><button type='roll' title="Attack roll" name='roll_attaque' value="&{template:degen-combat} {{name=@{character_name}}} {{weapon=@{arme-Description}}} {{munition=@{muni-Description}}} {{qualite_arme=@{arme-Propriétésa}}} {{qualite_munition=@{muni-Propriétésa}}} {{attr=^{ATTRSkill-u}}} {{attr_num=[[@{arme-comp}]]}} {{mod_num=[[@{arme-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Distance}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{deg_num=@{muni-Dégâts}}} {{result=[[{([[@{arme-comp}+@{arme-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Distance}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
</tr>
<tr>
<td style="width:124px;text-align:center"><input class="input-info" style="width:120px;font-size:14px;padding-bottom:3px;" name='attr_muni2-Description' type="text" placeholder="Ammunition 2" title="Type of ammunition" data-i18n-title="Typeofammunition-t" data-i18n-placeholder="Ammunition2-p"/></td>
@@ -1369,7 +1289,7 @@
<option value="VI" title="Wonderland" data-i18n-title="Wonderland-t">VI</option>
</select>
</td>
<td style="width:30px;text-align:center"><button type='roll' title="Attack roll" name='roll_attaque' value="&{template:degen-combat} {{name=@{character_name}}} {{weapon=@{arme-Description}}} {{munition=@{muni2-Description}}} {{qualite_arme=@{arme-Propriétésa}}} {{qualite_munition=@{muni2-Propriétésa}}} {{attr=Combat}} {{attr_num=[[@{arme-comp}]]}} {{mod_num=[[@{arme-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Distance}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{deg_num=@{muni2-Dégâts}}} {{result=[[{([[@{arme-comp}+@{arme-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Distance}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
<td style="width:30px;text-align:center"><button type='roll' title="Attack roll" name='roll_attaque' value="&{template:degen-combat} {{name=@{character_name}}} {{weapon=@{arme-Description}}} {{munition=@{muni2-Description}}} {{qualite_arme=@{arme-Propriétésa}}} {{qualite_munition=@{muni2-Propriétésa}}} {{attr=^{ATTRSkill-u}}} {{attr_num=[[@{arme-comp}]]}} {{mod_num=[[@{arme-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Distance}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{deg_num=@{muni2-Dégâts}}} {{result=[[{([[@{arme-comp}+@{arme-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Distance}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
</tr>
<tr>
<td style="width:124px;text-align:center"><input class="input-info" style="width:120px;font-size:14px;padding-bottom:3px;" name='attr_muni3-Description' type="text" placeholder="Ammunition 3" title="Type of ammunition" data-i18n-title="Typeofammunition-t" data-i18n-placeholder="Ammunition3-p"/></td>
@@ -1387,7 +1307,7 @@
<option value="VI" title="Wonderland" data-i18n-title="Wonderland-t">VI</option>
</select>
</td>
<td style="width:30px;text-align:center"><button type='roll' title="Attack roll" name='roll_attaque' value="&{template:degen-combat} {{name=@{character_name}}} {{weapon=@{arme-Description}}} {{munition=@{muni3-Description}}} {{qualite_arme=@{arme-Propriétésa}}} {{qualite_munition=@{muni3-Propriétésa}}} {{attr=Combat}} {{attr_num=[[@{arme-comp}]]}} {{mod_num=[[@{arme-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Distance}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{deg_num=@{muni3-Dégâts}}} {{result=[[{([[@{arme-comp}+@{arme-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Distance}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
<td style="width:30px;text-align:center"><button type='roll' title="Attack roll" name='roll_attaque' value="&{template:degen-combat} {{name=@{character_name}}} {{weapon=@{arme-Description}}} {{munition=@{muni3-Description}}} {{qualite_arme=@{arme-Propriétésa}}} {{qualite_munition=@{muni3-Propriétésa}}} {{attr=^{ATTRSkill-u}}} {{attr_num=[[@{arme-comp}]]}} {{mod_num=[[@{arme-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Distance}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{deg_num=@{muni3-Dégâts}}} {{result=[[{([[@{arme-comp}+@{arme-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Distance}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
</tr>
</tbody>
</table>
@@ -1695,7 +1615,7 @@
<label class="comp" title="Initiative roll (PSYCHE+Reaction) - You have to click on your token before rolling dices" data-i18n="Initiative-u" data-i18n-title="Initiative-t">Initiative</label>
</td>
<td>
<button data-i18n-title="Initiative-t" title="Initiative roll (PSYCHE+Reaction) - You have to click on your token rolling dices" style="margin-bottom:2px" type='roll' name='roll_Initiative' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Initiative}} {{attr=PSYCHE}} {{attr_num=@{PSYCHE}}} {{skill=Réflexes}} {{skill_num=@{Réflexes}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{result=[[{([[@{PSYCHE}+@{Réflexes}+@{Bonus}-@{Malus}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4 &{tracker}]]}}"></button>
<button data-i18n-title="Initiative-t" title="Initiative roll (PSYCHE+Reaction) - You have to click on your token rolling dices" style="margin-bottom:2px" type='roll' name='roll_Initiative' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Initiative}} {{attr=^{PSYCHE-u}}} {{attr_num=@{PSYCHE}}} {{skill=^{Reaction-u}}} {{skill_num=@{Réflexes}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{result=[[{([[@{PSYCHE}+@{Réflexes}+@{Bonus}-@{Malus}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4 &{tracker}]]}}"></button>
</td>
</tr>
<tr>
@@ -1703,7 +1623,7 @@
<label class="comp" title="Dodge roll (AGILITE+Mobility)" data-i18n="Dodge-u" data-i18n-title="Dodge-t">Dodge</label>
</td>
<td>
<button data-i18n-title="Dodge-t" title="Dodge roll (AGILITE+Mobility)" type='roll' name='roll_def' value="&{template:degen-dodge} {{name=@{character_name}}} {{attr=AGILITE}} {{attr_num=[[@{AGILITE}]]}} {{skill=Mobilité}} {{skill_num=[[@{Mobilité}]]}} {{mod_num=[[@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{result=[[{([[@{AGILITE}+@{Mobilité}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
<button data-i18n-title="Dodge-t" title="Dodge roll (AGILITE+Mobility)" type='roll' name='roll_def' value="&{template:degen-dodge} {{name=@{character_name}}} {{attr=^{AGILITY-u}}} {{attr_num=[[@{AGILITE}]]}} {{skill=^{Mobility-u}}} {{skill_num=[[@{Mobilité}]]}} {{mod_num=[[@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{result=[[{([[@{AGILITE}+@{Mobilité}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
</td>
</tr>
<tr>
@@ -1711,7 +1631,7 @@
<label class="comp" title="Disarmed parry roll (PHYSIQUE+Brawl)" data-i18n="Disarmed-u" data-i18n-title="Disarmed-t">Disarmed parry</label>
</td>
<td>
<button data-i18n-title="Disarmed-t" title="Disarmed parry roll (PHYSIQUE+Brawl)" type='roll' name='roll_def' value="&{template:degen-def} {{name=@{character_name}}} {{action=parries}} {{weapon=-}} {{attr=PHYSIQUE}} {{attr_num=[[@{PHYSIQUE}]]}} {{skill=Bagarre}} {{skill_num=[[@{Bagarre}]]}} {{mod_num=[[@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{result=[[{([[@{PHYSIQUE}+@{Bagarre}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
<button data-i18n-title="Disarmed-t" title="Disarmed parry roll (PHYSIQUE+Brawl)" type='roll' name='roll_def' value="&{template:degen-def} {{name=@{character_name}}} {{weapon=-}} {{attr=^{BODY-u}}} {{attr_num=[[@{PHYSIQUE}]]}} {{skill=^{Brawl-u}}} {{skill_num=[[@{Bagarre}]]}} {{mod_num=[[@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{result=[[{([[@{PHYSIQUE}+@{Bagarre}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Traumatisme}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
</td>
</tr>
<tr>
@@ -1719,7 +1639,7 @@
<label class="comp" title="First aid roll (INTELLIGENCE+Medicine) - You have to click on the token of the person you want to heal before rolling dices" data-i18n="FirstAid-u" data-i18n-title="FirstAid-t">First aid</label>
</td>
<td>
<button data-i18n-title="FirstAid-t" title="First aid roll (INTELLIGENCE+Medicine) - You have to click on the token of the person you want to heal before rolling dices" style="margin-bottom:2px" type='roll' name='roll_Premiers-soins' value="&{template:degen-soins} {{name=@{character_name}}} {{target=@{target|token_name}}} {{attr=INTELLIGENCE}} {{attr_num=@{INTELLIGENCE}}} {{skill=Médecine}} {{skill_num=@{Médecine}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INTELLIGENCE}+@{Médecine}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button data-i18n-title="FirstAid-t" title="First aid roll (INTELLIGENCE+Medicine) - You have to click on the token of the person you want to heal before rolling dices" style="margin-bottom:2px" type='roll' name='roll_Premiers-soins' value="&{template:degen-soins} {{name=@{character_name}}} {{target=@{target|token_name}}} {{attr=^{INTELLECT-u}}} {{attr_num=@{INTELLIGENCE}}} {{skill=^{Medicine-u}}} {{skill_num=@{Médecine}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INTELLIGENCE}+@{Médecine}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
<tr>
@@ -1727,7 +1647,7 @@
<label class="comp" title="Surgery roll (INTELLIGENCE+Medecine) - You have to click on the token of the person you want to heal before rolling dices" data-i18n="Surgery-u" data-i18n-title="Surgery-t">Surgery</label>
</td>
<td>
<button data-i18n-title="Surgery-t" title="Surgery roll (INTELLIGENCE+Medecine) - You have to click on the token of the person you want to heal before rolling dices" style="margin-bottom:2px" type='roll' name='roll_Chirurgie' value="&{template:degen-chirurgie} {{name=@{character_name}}} {{target=@{target|token_name}}} {{trauma=[[@{target|Traumatisme}]]}} {{trauma2=[[@{target|Traumatisme}-1]]}} {{attr=INTELLIGENCE}} {{attr_num=@{INTELLIGENCE}}} {{skill=Médecine}} {{skill_num=@{Médecine}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INTELLIGENCE}+@{Médecine}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
<button data-i18n-title="Surgery-t" title="Surgery roll (INTELLIGENCE+Medecine) - You have to click on the token of the person you want to heal before rolling dices" style="margin-bottom:2px" type='roll' name='roll_Chirurgie' value="&{template:degen-chirurgie} {{name=@{character_name}}} {{target=@{target|token_name}}} {{trauma=[[@{target|Traumatisme}]]}} {{trauma2=[[@{target|Traumatisme}-1]]}} {{attr=^{INTELLECT-u}}} {{attr_num=@{INTELLIGENCE}}} {{skill=^{Medicine-u}}} {{skill_num=@{Médecine}}} {{mod_num=[[@{Bonus}-@{Malus}-@{Traumatisme}]]}} {{result=[[{(@{INTELLIGENCE}+@{Médecine}+@{Bonus}-@{Malus}-@{Traumatisme})d6}>4]]}}"></button>
</td>
</tr>
</tbody>
+53 -17
View File
@@ -80,16 +80,12 @@
"AttPtsRemain-u": "Attribute points remaining :",
"SkillPtsRemain-u": "Skill points remaining :",
"Attitude-u": "Attitude :",
"Primal-u": "Primal",
"Focus-u": "Focus",
"Belief-u": "Belief :",
"Faith-u": "Faith",
"Willpower-u": "Willpower",
"BODY-u": "BODY",
"Athletics-u": "Athletics",
"Brawl-u": "Brawl",
"Force-u": "Force",
"Melee": "Melee",
"Melee-u": "Melee",
"Stamina-u": "Stamina",
"Toughness-u": "Toughness",
"AGILITY-u": "AGILITY",
@@ -112,28 +108,21 @@
"Legends-u": "Legends",
"Medicine-u": "Medicine",
"Science-u": "Science",
"Focus-u": "Focus",
"PSYCHE-u": "PSYCHE",
"Cunning-u": "Cunning",
"Deception-u": "Deception",
"Domination-u": "Domination",
"Reaction-u": "Reaction",
"Faith-u": "Faith",
"Willpower-u": "Willpower",
"INSTINCT-u": "INSTINCT",
"Empathy-u": "Empathy",
"Orienteering-u": "Orienteering",
"Perception-u": "Perception",
"Survival-u": "Survival",
"Taming-u": "Taming",
"SpecialTest-u": "Special test ",
"ATTRIBUTE-u": "ATTRIBUTE",
"SKILL-u": "SKILL",
"SBODY-u": "-* BODY *-",
"Melee-u": "Melee",
"SAGILITY-u": "-* AGILITY *-",
"SCHARISMA-u": "-* CHARISMA *-",
"SINTELLECT-u": "-* INTELLECT *-",
"Medecine-u": "Medicine",
"SPSYCHE-u": "-* PSYCHE *-",
"SINSTINCT-u": "-* INSTINCT *-",
"Primal-u": "Primal",
"POTENTIALS-u": "POTENTIALS",
"Potential-name-p": "Name",
"Potential-Description-p": "Description",
@@ -266,5 +255,52 @@
"Dodge-emp-u": "dodges",
"PJRealName-u": "Player :",
"Attack-u": "attacks",
"Skill-u": "Skill"
"Skill-u": "Skill",
"putmaxcontamination-t": "Maximum contamination points",
"putcontamination-t": "Actual contamination points",
"putpermcontamination-t": "Permanent contamination points",
"putmaxblessures-t": "Maximum wounds points",
"putblessures-t": "Acutal wounds points",
"putmaxtrauma-t": "Maximum trama points",
"puttrauma-t": "Actual trauma points",
"putmaxpoids-t": "Maximum weight points",
"putpoids-t": "Weight points in battle",
"putpoidsrepos-t": "Actual weight points",
"Athletics-t": "ACTION: Running; climbing; jumping; swimming; overcoming obstacles; covering distances\nREACTION: Gauging time / distance relation; regaining balance; escaping from dangerous situations\nCOMBINATION:\n >BOD+Stamina: jogging or prolonged swimming",
"Brawl-t": "ACTION: Boxing; kicking; throwing; pit fighting\nREACTION: Quitting a brawl; breaking strangleholds\nCOMBINATION:\n >PSY+Reaction: disarm",
"Force-t": "ACTION: Bending up sewer grates; breaking chains; kicking in doors; showing strength (arm wrestling)\nREACTION: Holding someone; pushing against an opposing force (arm wrestling or keeping a door closed)\nCOMBINATION:\n >PSY+Domination: intimidation by force",
"Melee-t": "ACTION: Using weapons: axe, sword, hammer, club, knife, Splayer, etc.\nREACTION: Knowledge about weaknesses and properties of various sorts of weapons in combat; gauging the enemy’s combat power\nCOMBINATION:\n >PSY+Reaction: disarming an enemy",
"Stamina-t": "ACTION: Tracking; diving; marching for hours\nREACTION: Fleeing; holding your breath; overcoming illness, poisoning, and weariness; standing guard for several nights in a row\nCOMBINATION:\n >INS+Survival: hounding\n >BOD+Toughness: forced march",
"Toughness-t": "ACTION: Impressing with pain tolerance\nREACTION: Physical regeneration; withstanding pain and environmental influences; enduring torture\nCOMBINATION:\n >INS+Survival: facing extreme cold or heat",
"Crafting-t": "ACTION: Enhancing or repairing gear; cannibalizing artifacts; erecting defenses\nREACTION: Estimating the value and condition of things; finding weak spots in a building\nCOMBINATION:\n >AGI+Dexterity or CHA+Arts: forging",
"Dexterity-t": "ACTION: Stealing; lock picking with skeleton keys or wire; various tricks (loaded dice, coins, thimblerig, gaming, and tarot cards)\nREACTION: Keeping your hands steady; catching throws\nCOMBINATION:\n >AGI+Crafting: creating the finest mechanics",
"Navigation-t": "ACTION: Riding and animal handling; piloting motored vehicles or planes; navigating ships; aligning heavy artillery\nREACTION: gauging braking and acceleration paths; judging the condition of a vehicle\nCOMBINATION:\n >AGI+Mobility: special maneuvers (e.g. attacking or dodging)\n >INS+Taming: spur a steed to maximum performance",
"Mobility-t": "ACTION: Free running; jumping; dodging; acrobatics\nREACTION: Escape artist; swimming with or against the tide of a crowd\nCOMBINATION:\n >BOD+Brawl: freeing yourself from a clinch or countering strangleholds\n > AGI+Stealth: moving unseen",
"Projectiles-t": "ACTION: Projectiles use: bow, crossbow, Judges’ Musket, Soul Burner, Fungicide Rifle, blowgun, Spitfire, etc; weapons maintenance\nREACTION: Gauging range and characteristics of Projectiles; gauging distance; finding cover\nCOMBINATION:\n >AGI+Mobility: precisely throwing a grenade\n > AGI+Navigation: mounted ranged combat, shooting from a moving vehicle",
"Stealth-t": "ACTION: Hiding; hiding objects; stalking; sneaking; camouflage\nREACTION: gauging a level of sound; controlling heartbeat and breath; feigning death; ducking out of sight\nCOMBINATION:\n >BOD+Brawl/Melee: sneak attack\n >PSY+Domination: secretly fanning fear and superstition",
"Arts-t": "ACTION: Dancing; playing music; painting; tarot reading; writing poetry; storytelling; sculpting\nREACTION: Esthetical judgments; appraisals\nCOMBINATION:\n >AGI+Crafting: raising an object’s value by embellishing it",
"Conduct-t": "ACTION: Choosing appropriate words; knowing traditions, rituals, and customs and acting accordingly\nREACTION: Avoiding attention; seeing and evaluating another’s reaction to an action or a statement in a cultural context\nCOMBINATION:\n >CHA+Arts: Choosing the right gift or an appropriate toll\n >CHA+Expression: praising someone",
"Expression-t": "ACTION: Body language; public speaking; teaching\nREACTION: Giving hand signs; reading facial expressions\nCOMBINATION:\n >CHA+Arts: Singing and dancing",
"Leadership-t": "ACTION: Encouragement; propaganda; leading groups\nREACTION: Bolstering morale; avoiding mutinies\nCOMBINATION:\n >BOD+Melee or AGI+Projectiles: combatformations and tactical considerations\n >AGI+Navigation:herding",
"Negociation-t": "ACTION: Diplomacy; haggling; persuasion; drawing up contracts\nREACTION: Retorts; recognizing oppressive contracts\nCOMBINATION:\n >CHA+Expression: maximum profit\n >PSY+Deception: selling red dust to Stukov Nomads",
"Seduction-t": "ACTION: Seducing; flirting; turning tricks; pumping others for information\nREACTION: Counter-flirting; resistance against flattery; recognizing and countering seductive tricks\nCOMBINATION:\n >CHA+Expression: fascinating others\n >PSY+Domination: persuading others of dependencies",
"Artefact-t": "ACTION: Using, repairing and modifying artifacts\nREACTION: Identifying artifacts; recognizing meaning and context; gauging worth\nCOMBINATION:\n >INT+Engineering: awakening or expanding artifacts",
"Engineering-t": "ACTION: Understanding and manipulating mechanisms; upgrading high-tech equipment\nREACTION: Identifying technology; recognizing damages or weak spots (in vehicles, AMSUMOs)\nCOMBINATION:\n >INT+Legends: reconstructing lost technological processes\nSPECIALTY: improving high-tech equipment; the modern counterpart to >AGI+Crafting",
"Legends-t": "ACTION: Knowledge about the history of the Cultures and Cults; knowledge about inventions, the Primer, and cities both known and forgotten; knowledge about ancient signs and allegories; knowledge of old stories\nREACTION: Gauging chance; evaluating historical developments and the reactions of the Cults\nCOMBINATION:\n >INS+Orienteering: finding artifacts\n >BOD+Melee: revealing knowledge about the great battles\n >CHA+Leadership: summoning the ghost of the past\n >INT+Artifact lore: recognizing the workings of the known Bygone artifact",
"Medicine-t": "ACTION: Diagnosing and curing illnesses; brewing medicines; collecting healing herbs; treating wounds\nREACTION: Anticipating illnesses; recognizing dangerous substances\nCOMBINATION:\n >AGI+Dexterity: splinting fractures\n >INT+Science: knowing about pharmacy or epigenetics\n >INS+Survival: identifying medical herbs and using natural medicine",
"Science-t": "ACTION: Reading and writing; scientific knowledge; math knowledge; mixing explosives\nREACTION: Uncovering logical errors; gauging the strength of walls or doors; anticipating chemical reactions\nCOMBINATION:\n >AGI+Projectiles: assessing trajectories, finding the position of an assassin using the bullet hole\n >CHA+Expression: knowledge of linguistics and various dialects\n >INT+Engineering: structural engineering calculation\n >INS+Orienteering: logistics",
"Focus-t": "ACTION: Mental performance; meditation and concentration; overcoming doubts\nREACTION: Self-restraint; vanquishing fears; slowing down breath\nCOMBINATION:\n > INT+Medicine: highly complex surgeries\n >INT+Artifact lore: repairing highly complex artifacts\n >AGI+Projectiles: sharpshooter attack.",
"Cunning-t": "ACTION: Planning; improvisation; distraction\nREACTION: Recognizing an advantage; using subterfuge\nCOMBINATION:\n >INS+Orienteering: exploiting the terrain as well as possible",
"Deception-t": "ACTION: Pretending to be someone else, disguising one’s voice and appearance; forging documents and objects\nREACTION: Lies; bluffs\nCOMBINATION:\n >AGI+Crafting: creating forgeries\n >CHA+Leadership: posing as the leader of an unknown group",
"Domination-t": "ACTION: Intimidation; torture; terror; subjugation\nREACTION: Countering influences; implementing pecking order\nCOMBINATION:\n >CHA+Expression: roaring, battle cries\n >INS+Empathy: digging into others’ feelings and using them against them, shaking faith and will",
"Reaction-t": "ACTION: Taking the initiative; making quick attacks; surprising others\nREACTION: Sixth sense; noticing dangers\nCOMBINATION:\n >BOD+Brawl/Melee: surprise attacks, knife games\n >AGI+Projectiles: quick-drawing\n >AGI+Mobility: escaping a sprung trap",
"Faith-t": "ACTION: Religious knowledge; preaching; inspiring; making sacrifices; asceticism\nREACTION: Unmasking heresy; maintaining mental strength through the power of faith\nCOMBINATION:\n >PSY+Domination: the zealot\n >CHA+ Leadership: awaken fanaticism\n >INS+Empathy: making peace",
"Willpower-t": "ACTION: Self-conquest; tenacity; perseverance; austerity\nREACTION: Detecting superstition; repelling manipulation\nCOMBINATION:\n >PSY+Domination: asserting your will\n >BOD+Toughness: overcoming Trauma, ignoring pain",
"Empathy-t": "ACTION: Attuning to others; feigning friendship; assessing and manipulating group dynamics; psychology\nREACTION: Seeing the truth behind emotions; guessing the attitude and disposition of a counterpart\nCOMBINATION:\n >INT+Medicine: imparting salvation\n >CHA+Conduct: ingratiation",
"Orienteering-t": "ACTION: Finding someone or something in the country; drawing and reading maps; identifying way markers\nREACTION: Avoiding getting lost in dust storms or blizzards; blindly remembering the way when being abducted\nCOMBINATION:\n >AGI+Navigation: safe maneuvering\n >BOD+Athletics: exploring a target area",
"Perception-t": "ACTION: Finding objects or spotting hidden things (traps); eavesdropping at doors\nREACTION: Noticing sudden events in time; spotting ambushes; hearing or smelling stalking enemies\nCOMBINATION:\n >INS+Survival: looking for a haven\n >PSY+Reaction: sensing danger\n >CHA+Arts: recognizing forgeries",
"Survival-t": "ACTION: Hunting; gathering; tracking; eviscerating; building fires; setting traps\nREACTION: Sensing danger in wilderness (poisons, traps)\nCOMBINATION:\n >AGI+Crafting: setting traps\n >INT+Science: knowledge of flora and fauna",
"Taming-t": "ACTION: Calming creatures; mentally strengthening, influencing, and training them\nREACTION: Showing strength to an attacking animal and thus unsettling it\nCOMBINATION:\n >BOD+Force: wrestling down an enemy\n >AGI+Navigation: mounted combat, setting animals on enemies",
"Primal-t": "ACTION: Raging and intimidating enemies\nREACTION: Suppressing rational fears; following feral survival instincts in crisis situations\nCOMBINATION:\n >INS+Taming: pack pecking orders.",
"ATTRSkill-u": "ATTR & Skill"
}
+53 -17
View File
@@ -80,16 +80,12 @@
"AttPtsRemain-u":"Attribute points remaining :",
"SkillPtsRemain-u":"Skill points remaining :",
"Attitude-u":"Attitude :",
"Primal-u":"Primal",
"Focus-u":"Focus",
"Belief-u":"Belief :",
"Faith-u":"Faith",
"Willpower-u":"Willpower",
"BODY-u":"BODY",
"Athletics-u":"Athletics",
"Brawl-u":"Brawl",
"Force-u":"Force",
"Melee":"Melee",
"Melee-u":"Melee",
"Stamina-u":"Stamina",
"Toughness-u":"Toughness",
"AGILITY-u":"AGILITY",
@@ -112,28 +108,21 @@
"Legends-u":"Legends",
"Medicine-u":"Medicine",
"Science-u":"Science",
"Focus-u":"Focus",
"PSYCHE-u":"PSYCHE",
"Cunning-u":"Cunning",
"Deception-u":"Deception",
"Domination-u":"Domination",
"Reaction-u":"Reaction",
"Faith-u":"Faith",
"Willpower-u":"Willpower",
"INSTINCT-u":"INSTINCT",
"Empathy-u":"Empathy",
"Orienteering-u":"Orienteering",
"Perception-u":"Perception",
"Survival-u":"Survival",
"Taming-u":"Taming",
"SpecialTest-u":"Special test ",
"ATTRIBUTE-u":"ATTRIBUTE",
"SKILL-u":"SKILL",
"SBODY-u":"-* BODY *-",
"Melee-u":"Melee",
"SAGILITY-u":"-* AGILITY *-",
"SCHARISMA-u":"-* CHARISMA *-",
"SINTELLECT-u":"-* INTELLECT *-",
"Medecine-u":"Medicine",
"SPSYCHE-u":"-* PSYCHE *-",
"SINSTINCT-u":"-* INSTINCT *-",
"Primal-u":"Primal",
"POTENTIALS-u":"POTENTIALS",
"Potential-name-p":"Name",
"Potential-Description-p":"Description",
@@ -266,5 +255,52 @@
"Dodge-emp-u":"dodges",
"PJRealName-u":"Player :",
"Attack-u":"attacks",
"Skill-u":"Skill"
"Skill-u":"Skill",
"putmaxcontamination-t":"Maximum contamination points",
"putcontamination-t":"Actual contamination points",
"putpermcontamination-t":"Permanent contamination points",
"putmaxblessures-t":"Maximum wounds points",
"putblessures-t":"Acutal wounds points",
"putmaxtrauma-t":"Maximum trama points",
"puttrauma-t":"Actual trauma points",
"putmaxpoids-t":"Maximum weight points",
"putpoids-t":"Weight points in battle",
"putpoidsrepos-t":"Actual weight points",
"Athletics-t":"ACTION: Running; climbing; jumping; swimming; overcoming obstacles; covering distances\nREACTION: Gauging time / distance relation; regaining balance; escaping from dangerous situations\nCOMBINATION:\n >BOD+Stamina: jogging or prolonged swimming",
"Brawl-t":"ACTION: Boxing; kicking; throwing; pit fighting\nREACTION: Quitting a brawl; breaking strangleholds\nCOMBINATION:\n >PSY+Reaction: disarm",
"Force-t":"ACTION: Bending up sewer grates; breaking chains; kicking in doors; showing strength (arm wrestling)\nREACTION: Holding someone; pushing against an opposing force (arm wrestling or keeping a door closed)\nCOMBINATION:\n >PSY+Domination: intimidation by force",
"Melee-t":"ACTION: Using weapons: axe, sword, hammer, club, knife, Splayer, etc.\nREACTION: Knowledge about weaknesses and properties of various sorts of weapons in combat; gauging the enemy’s combat power\nCOMBINATION:\n >PSY+Reaction: disarming an enemy",
"Stamina-t":"ACTION: Tracking; diving; marching for hours\nREACTION: Fleeing; holding your breath; overcoming illness, poisoning, and weariness; standing guard for several nights in a row\nCOMBINATION:\n >INS+Survival: hounding\n >BOD+Toughness: forced march",
"Toughness-t":"ACTION: Impressing with pain tolerance\nREACTION: Physical regeneration; withstanding pain and environmental influences; enduring torture\nCOMBINATION:\n >INS+Survival: facing extreme cold or heat",
"Crafting-t":"ACTION: Enhancing or repairing gear; cannibalizing artifacts; erecting defenses\nREACTION: Estimating the value and condition of things; finding weak spots in a building\nCOMBINATION:\n >AGI+Dexterity or CHA+Arts: forging",
"Dexterity-t":"ACTION: Stealing; lock picking with skeleton keys or wire; various tricks (loaded dice, coins, thimblerig, gaming, and tarot cards)\nREACTION: Keeping your hands steady; catching throws\nCOMBINATION:\n >AGI+Crafting: creating the finest mechanics",
"Navigation-t":"ACTION: Riding and animal handling; piloting motored vehicles or planes; navigating ships; aligning heavy artillery\nREACTION: gauging braking and acceleration paths; judging the condition of a vehicle\nCOMBINATION:\n >AGI+Mobility: special maneuvers (e.g. attacking or dodging)\n >INS+Taming: spur a steed to maximum performance",
"Mobility-t":"ACTION: Free running; jumping; dodging; acrobatics\nREACTION: Escape artist; swimming with or against the tide of a crowd\nCOMBINATION:\n >BOD+Brawl: freeing yourself from a clinch or countering strangleholds\n > AGI+Stealth: moving unseen",
"Projectiles-t":"ACTION: Projectiles use: bow, crossbow, Judges’ Musket, Soul Burner, Fungicide Rifle, blowgun, Spitfire, etc; weapons maintenance\nREACTION: Gauging range and characteristics of Projectiles; gauging distance; finding cover\nCOMBINATION:\n >AGI+Mobility: precisely throwing a grenade\n > AGI+Navigation: mounted ranged combat, shooting from a moving vehicle",
"Stealth-t":"ACTION: Hiding; hiding objects; stalking; sneaking; camouflage\nREACTION: gauging a level of sound; controlling heartbeat and breath; feigning death; ducking out of sight\nCOMBINATION:\n >BOD+Brawl/Melee: sneak attack\n >PSY+Domination: secretly fanning fear and superstition",
"Arts-t":"ACTION: Dancing; playing music; painting; tarot reading; writing poetry; storytelling; sculpting\nREACTION: Esthetical judgments; appraisals\nCOMBINATION:\n >AGI+Crafting: raising an object’s value by embellishing it",
"Conduct-t":"ACTION: Choosing appropriate words; knowing traditions, rituals, and customs and acting accordingly\nREACTION: Avoiding attention; seeing and evaluating another’s reaction to an action or a statement in a cultural context\nCOMBINATION:\n >CHA+Arts: Choosing the right gift or an appropriate toll\n >CHA+Expression: praising someone",
"Expression-t":"ACTION: Body language; public speaking; teaching\nREACTION: Giving hand signs; reading facial expressions\nCOMBINATION:\n >CHA+Arts: Singing and dancing",
"Leadership-t":"ACTION: Encouragement; propaganda; leading groups\nREACTION: Bolstering morale; avoiding mutinies\nCOMBINATION:\n >BOD+Melee or AGI+Projectiles: combatformations and tactical considerations\n >AGI+Navigation:herding",
"Negociation-t":"ACTION: Diplomacy; haggling; persuasion; drawing up contracts\nREACTION: Retorts; recognizing oppressive contracts\nCOMBINATION:\n >CHA+Expression: maximum profit\n >PSY+Deception: selling red dust to Stukov Nomads",
"Seduction-t":"ACTION: Seducing; flirting; turning tricks; pumping others for information\nREACTION: Counter-flirting; resistance against flattery; recognizing and countering seductive tricks\nCOMBINATION:\n >CHA+Expression: fascinating others\n >PSY+Domination: persuading others of dependencies",
"Artefact-t":"ACTION: Using, repairing and modifying artifacts\nREACTION: Identifying artifacts; recognizing meaning and context; gauging worth\nCOMBINATION:\n >INT+Engineering: awakening or expanding artifacts",
"Engineering-t":"ACTION: Understanding and manipulating mechanisms; upgrading high-tech equipment\nREACTION: Identifying technology; recognizing damages or weak spots (in vehicles, AMSUMOs)\nCOMBINATION:\n >INT+Legends: reconstructing lost technological processes\nSPECIALTY: improving high-tech equipment; the modern counterpart to >AGI+Crafting",
"Legends-t":"ACTION: Knowledge about the history of the Cultures and Cults; knowledge about inventions, the Primer, and cities both known and forgotten; knowledge about ancient signs and allegories; knowledge of old stories\nREACTION: Gauging chance; evaluating historical developments and the reactions of the Cults\nCOMBINATION:\n >INS+Orienteering: finding artifacts\n >BOD+Melee: revealing knowledge about the great battles\n >CHA+Leadership: summoning the ghost of the past\n >INT+Artifact lore: recognizing the workings of the known Bygone artifact",
"Medicine-t":"ACTION: Diagnosing and curing illnesses; brewing medicines; collecting healing herbs; treating wounds\nREACTION: Anticipating illnesses; recognizing dangerous substances\nCOMBINATION:\n >AGI+Dexterity: splinting fractures\n >INT+Science: knowing about pharmacy or epigenetics\n >INS+Survival: identifying medical herbs and using natural medicine",
"Science-t":"ACTION: Reading and writing; scientific knowledge; math knowledge; mixing explosives\nREACTION: Uncovering logical errors; gauging the strength of walls or doors; anticipating chemical reactions\nCOMBINATION:\n >AGI+Projectiles: assessing trajectories, finding the position of an assassin using the bullet hole\n >CHA+Expression: knowledge of linguistics and various dialects\n >INT+Engineering: structural engineering calculation\n >INS+Orienteering: logistics",
"Focus-t":"ACTION: Mental performance; meditation and concentration; overcoming doubts\nREACTION: Self-restraint; vanquishing fears; slowing down breath\nCOMBINATION:\n > INT+Medicine: highly complex surgeries\n >INT+Artifact lore: repairing highly complex artifacts\n >AGI+Projectiles: sharpshooter attack.",
"Cunning-t":"ACTION: Planning; improvisation; distraction\nREACTION: Recognizing an advantage; using subterfuge\nCOMBINATION:\n >INS+Orienteering: exploiting the terrain as well as possible",
"Deception-t":"ACTION: Pretending to be someone else, disguising one’s voice and appearance; forging documents and objects\nREACTION: Lies; bluffs\nCOMBINATION:\n >AGI+Crafting: creating forgeries\n >CHA+Leadership: posing as the leader of an unknown group",
"Domination-t":"ACTION: Intimidation; torture; terror; subjugation\nREACTION: Countering influences; implementing pecking order\nCOMBINATION:\n >CHA+Expression: roaring, battle cries\n >INS+Empathy: digging into others’ feelings and using them against them, shaking faith and will",
"Reaction-t":"ACTION: Taking the initiative; making quick attacks; surprising others\nREACTION: Sixth sense; noticing dangers\nCOMBINATION:\n >BOD+Brawl/Melee: surprise attacks, knife games\n >AGI+Projectiles: quick-drawing\n >AGI+Mobility: escaping a sprung trap",
"Faith-t":"ACTION: Religious knowledge; preaching; inspiring; making sacrifices; asceticism\nREACTION: Unmasking heresy; maintaining mental strength through the power of faith\nCOMBINATION:\n >PSY+Domination: the zealot\n >CHA+ Leadership: awaken fanaticism\n >INS+Empathy: making peace",
"Willpower-t":"ACTION: Self-conquest; tenacity; perseverance; austerity\nREACTION: Detecting superstition; repelling manipulation\nCOMBINATION:\n >PSY+Domination: asserting your will\n >BOD+Toughness: overcoming Trauma, ignoring pain",
"Empathy-t":"ACTION: Attuning to others; feigning friendship; assessing and manipulating group dynamics; psychology\nREACTION: Seeing the truth behind emotions; guessing the attitude and disposition of a counterpart\nCOMBINATION:\n >INT+Medicine: imparting salvation\n >CHA+Conduct: ingratiation",
"Orienteering-t":"ACTION: Finding someone or something in the country; drawing and reading maps; identifying way markers\nREACTION: Avoiding getting lost in dust storms or blizzards; blindly remembering the way when being abducted\nCOMBINATION:\n >AGI+Navigation: safe maneuvering\n >BOD+Athletics: exploring a target area",
"Perception-t":"ACTION: Finding objects or spotting hidden things (traps); eavesdropping at doors\nREACTION: Noticing sudden events in time; spotting ambushes; hearing or smelling stalking enemies\nCOMBINATION:\n >INS+Survival: looking for a haven\n >PSY+Reaction: sensing danger\n >CHA+Arts: recognizing forgeries",
"Survival-t":"ACTION: Hunting; gathering; tracking; eviscerating; building fires; setting traps\nREACTION: Sensing danger in wilderness (poisons, traps)\nCOMBINATION:\n >AGI+Crafting: setting traps\n >INT+Science: knowledge of flora and fauna",
"Taming-t":"ACTION: Calming creatures; mentally strengthening, influencing, and training them\nREACTION: Showing strength to an attacking animal and thus unsettling it\nCOMBINATION:\n >BOD+Force: wrestling down an enemy\n >AGI+Navigation: mounted combat, setting animals on enemies",
"Primal-t":"ACTION: Raging and intimidating enemies\nREACTION: Suppressing rational fears; following feral survival instincts in crisis situations\nCOMBINATION:\n >INS+Taming: pack pecking orders.",
"ATTRSkill-u":"ATTR & Skill"
}
+53 -17
View File
@@ -80,16 +80,12 @@
"AttPtsRemain-u":"Attribute points remaining :",
"SkillPtsRemain-u":"Skill points remaining :",
"Attitude-u":"Attitude :",
"Primal-u":"Primal",
"Focus-u":"Focus",
"Belief-u":"Belief :",
"Faith-u":"Faith",
"Willpower-u":"Willpower",
"BODY-u":"BODY",
"Athletics-u":"Athletics",
"Brawl-u":"Brawl",
"Force-u":"Force",
"Melee":"Melee",
"Melee-u":"Melee",
"Stamina-u":"Stamina",
"Toughness-u":"Toughness",
"AGILITY-u":"AGILITY",
@@ -112,28 +108,21 @@
"Legends-u":"Legends",
"Medicine-u":"Medicine",
"Science-u":"Science",
"Focus-u":"Focus",
"PSYCHE-u":"PSYCHE",
"Cunning-u":"Cunning",
"Deception-u":"Deception",
"Domination-u":"Domination",
"Reaction-u":"Reaction",
"Faith-u":"Faith",
"Willpower-u":"Willpower",
"INSTINCT-u":"INSTINCT",
"Empathy-u":"Empathy",
"Orienteering-u":"Orienteering",
"Perception-u":"Perception",
"Survival-u":"Survival",
"Taming-u":"Taming",
"SpecialTest-u":"Special test ",
"ATTRIBUTE-u":"ATTRIBUTE",
"SKILL-u":"SKILL",
"SBODY-u":"-* BODY *-",
"Melee-u":"Melee",
"SAGILITY-u":"-* AGILITY *-",
"SCHARISMA-u":"-* CHARISMA *-",
"SINTELLECT-u":"-* INTELLECT *-",
"Medecine-u":"Medicine",
"SPSYCHE-u":"-* PSYCHE *-",
"SINSTINCT-u":"-* INSTINCT *-",
"Primal-u":"Primal",
"POTENTIALS-u":"POTENTIALS",
"Potential-name-p":"Name",
"Potential-Description-p":"Description",
@@ -266,5 +255,52 @@
"Dodge-emp-u":"dodges",
"PJRealName-u":"Player :",
"Attack-u":"attacks",
"Skill-u":"Skill"
"Skill-u":"Skill",
"putmaxcontamination-t":"Maximum contamination points",
"putcontamination-t":"Actual contamination points",
"putpermcontamination-t":"Permanent contamination points",
"putmaxblessures-t":"Maximum wounds points",
"putblessures-t":"Acutal wounds points",
"putmaxtrauma-t":"Maximum trama points",
"puttrauma-t":"Actual trauma points",
"putmaxpoids-t":"Maximum weight points",
"putpoids-t":"Weight points in battle",
"putpoidsrepos-t":"Actual weight points",
"Athletics-t":"ACTION: Running; climbing; jumping; swimming; overcoming obstacles; covering distances\nREACTION: Gauging time / distance relation; regaining balance; escaping from dangerous situations\nCOMBINATION:\n >BOD+Stamina: jogging or prolonged swimming",
"Brawl-t":"ACTION: Boxing; kicking; throwing; pit fighting\nREACTION: Quitting a brawl; breaking strangleholds\nCOMBINATION:\n >PSY+Reaction: disarm",
"Force-t":"ACTION: Bending up sewer grates; breaking chains; kicking in doors; showing strength (arm wrestling)\nREACTION: Holding someone; pushing against an opposing force (arm wrestling or keeping a door closed)\nCOMBINATION:\n >PSY+Domination: intimidation by force",
"Melee-t":"ACTION: Using weapons: axe, sword, hammer, club, knife, Splayer, etc.\nREACTION: Knowledge about weaknesses and properties of various sorts of weapons in combat; gauging the enemy’s combat power\nCOMBINATION:\n >PSY+Reaction: disarming an enemy",
"Stamina-t":"ACTION: Tracking; diving; marching for hours\nREACTION: Fleeing; holding your breath; overcoming illness, poisoning, and weariness; standing guard for several nights in a row\nCOMBINATION:\n >INS+Survival: hounding\n >BOD+Toughness: forced march",
"Toughness-t":"ACTION: Impressing with pain tolerance\nREACTION: Physical regeneration; withstanding pain and environmental influences; enduring torture\nCOMBINATION:\n >INS+Survival: facing extreme cold or heat",
"Crafting-t":"ACTION: Enhancing or repairing gear; cannibalizing artifacts; erecting defenses\nREACTION: Estimating the value and condition of things; finding weak spots in a building\nCOMBINATION:\n >AGI+Dexterity or CHA+Arts: forging",
"Dexterity-t":"ACTION: Stealing; lock picking with skeleton keys or wire; various tricks (loaded dice, coins, thimblerig, gaming, and tarot cards)\nREACTION: Keeping your hands steady; catching throws\nCOMBINATION:\n >AGI+Crafting: creating the finest mechanics",
"Navigation-t":"ACTION: Riding and animal handling; piloting motored vehicles or planes; navigating ships; aligning heavy artillery\nREACTION: gauging braking and acceleration paths; judging the condition of a vehicle\nCOMBINATION:\n >AGI+Mobility: special maneuvers (e.g. attacking or dodging)\n >INS+Taming: spur a steed to maximum performance",
"Mobility-t":"ACTION: Free running; jumping; dodging; acrobatics\nREACTION: Escape artist; swimming with or against the tide of a crowd\nCOMBINATION:\n >BOD+Brawl: freeing yourself from a clinch or countering strangleholds\n > AGI+Stealth: moving unseen",
"Projectiles-t":"ACTION: Projectiles use: bow, crossbow, Judges’ Musket, Soul Burner, Fungicide Rifle, blowgun, Spitfire, etc; weapons maintenance\nREACTION: Gauging range and characteristics of Projectiles; gauging distance; finding cover\nCOMBINATION:\n >AGI+Mobility: precisely throwing a grenade\n > AGI+Navigation: mounted ranged combat, shooting from a moving vehicle",
"Stealth-t":"ACTION: Hiding; hiding objects; stalking; sneaking; camouflage\nREACTION: gauging a level of sound; controlling heartbeat and breath; feigning death; ducking out of sight\nCOMBINATION:\n >BOD+Brawl/Melee: sneak attack\n >PSY+Domination: secretly fanning fear and superstition",
"Arts-t":"ACTION: Dancing; playing music; painting; tarot reading; writing poetry; storytelling; sculpting\nREACTION: Esthetical judgments; appraisals\nCOMBINATION:\n >AGI+Crafting: raising an object’s value by embellishing it",
"Conduct-t":"ACTION: Choosing appropriate words; knowing traditions, rituals, and customs and acting accordingly\nREACTION: Avoiding attention; seeing and evaluating another’s reaction to an action or a statement in a cultural context\nCOMBINATION:\n >CHA+Arts: Choosing the right gift or an appropriate toll\n >CHA+Expression: praising someone",
"Expression-t":"ACTION: Body language; public speaking; teaching\nREACTION: Giving hand signs; reading facial expressions\nCOMBINATION:\n >CHA+Arts: Singing and dancing",
"Leadership-t":"ACTION: Encouragement; propaganda; leading groups\nREACTION: Bolstering morale; avoiding mutinies\nCOMBINATION:\n >BOD+Melee or AGI+Projectiles: combatformations and tactical considerations\n >AGI+Navigation:herding",
"Negociation-t":"ACTION: Diplomacy; haggling; persuasion; drawing up contracts\nREACTION: Retorts; recognizing oppressive contracts\nCOMBINATION:\n >CHA+Expression: maximum profit\n >PSY+Deception: selling red dust to Stukov Nomads",
"Seduction-t":"ACTION: Seducing; flirting; turning tricks; pumping others for information\nREACTION: Counter-flirting; resistance against flattery; recognizing and countering seductive tricks\nCOMBINATION:\n >CHA+Expression: fascinating others\n >PSY+Domination: persuading others of dependencies",
"Artefact-t":"ACTION: Using, repairing and modifying artifacts\nREACTION: Identifying artifacts; recognizing meaning and context; gauging worth\nCOMBINATION:\n >INT+Engineering: awakening or expanding artifacts",
"Engineering-t":"ACTION: Understanding and manipulating mechanisms; upgrading high-tech equipment\nREACTION: Identifying technology; recognizing damages or weak spots (in vehicles, AMSUMOs)\nCOMBINATION:\n >INT+Legends: reconstructing lost technological processes\nSPECIALTY: improving high-tech equipment; the modern counterpart to >AGI+Crafting",
"Legends-t":"ACTION: Knowledge about the history of the Cultures and Cults; knowledge about inventions, the Primer, and cities both known and forgotten; knowledge about ancient signs and allegories; knowledge of old stories\nREACTION: Gauging chance; evaluating historical developments and the reactions of the Cults\nCOMBINATION:\n >INS+Orienteering: finding artifacts\n >BOD+Melee: revealing knowledge about the great battles\n >CHA+Leadership: summoning the ghost of the past\n >INT+Artifact lore: recognizing the workings of the known Bygone artifact",
"Medicine-t":"ACTION: Diagnosing and curing illnesses; brewing medicines; collecting healing herbs; treating wounds\nREACTION: Anticipating illnesses; recognizing dangerous substances\nCOMBINATION:\n >AGI+Dexterity: splinting fractures\n >INT+Science: knowing about pharmacy or epigenetics\n >INS+Survival: identifying medical herbs and using natural medicine",
"Science-t":"ACTION: Reading and writing; scientific knowledge; math knowledge; mixing explosives\nREACTION: Uncovering logical errors; gauging the strength of walls or doors; anticipating chemical reactions\nCOMBINATION:\n >AGI+Projectiles: assessing trajectories, finding the position of an assassin using the bullet hole\n >CHA+Expression: knowledge of linguistics and various dialects\n >INT+Engineering: structural engineering calculation\n >INS+Orienteering: logistics",
"Focus-t":"ACTION: Mental performance; meditation and concentration; overcoming doubts\nREACTION: Self-restraint; vanquishing fears; slowing down breath\nCOMBINATION:\n > INT+Medicine: highly complex surgeries\n >INT+Artifact lore: repairing highly complex artifacts\n >AGI+Projectiles: sharpshooter attack.",
"Cunning-t":"ACTION: Planning; improvisation; distraction\nREACTION: Recognizing an advantage; using subterfuge\nCOMBINATION:\n >INS+Orienteering: exploiting the terrain as well as possible",
"Deception-t":"ACTION: Pretending to be someone else, disguising one’s voice and appearance; forging documents and objects\nREACTION: Lies; bluffs\nCOMBINATION:\n >AGI+Crafting: creating forgeries\n >CHA+Leadership: posing as the leader of an unknown group",
"Domination-t":"ACTION: Intimidation; torture; terror; subjugation\nREACTION: Countering influences; implementing pecking order\nCOMBINATION:\n >CHA+Expression: roaring, battle cries\n >INS+Empathy: digging into others’ feelings and using them against them, shaking faith and will",
"Reaction-t":"ACTION: Taking the initiative; making quick attacks; surprising others\nREACTION: Sixth sense; noticing dangers\nCOMBINATION:\n >BOD+Brawl/Melee: surprise attacks, knife games\n >AGI+Projectiles: quick-drawing\n >AGI+Mobility: escaping a sprung trap",
"Faith-t":"ACTION: Religious knowledge; preaching; inspiring; making sacrifices; asceticism\nREACTION: Unmasking heresy; maintaining mental strength through the power of faith\nCOMBINATION:\n >PSY+Domination: the zealot\n >CHA+ Leadership: awaken fanaticism\n >INS+Empathy: making peace",
"Willpower-t":"ACTION: Self-conquest; tenacity; perseverance; austerity\nREACTION: Detecting superstition; repelling manipulation\nCOMBINATION:\n >PSY+Domination: asserting your will\n >BOD+Toughness: overcoming Trauma, ignoring pain",
"Empathy-t":"ACTION: Attuning to others; feigning friendship; assessing and manipulating group dynamics; psychology\nREACTION: Seeing the truth behind emotions; guessing the attitude and disposition of a counterpart\nCOMBINATION:\n >INT+Medicine: imparting salvation\n >CHA+Conduct: ingratiation",
"Orienteering-t":"ACTION: Finding someone or something in the country; drawing and reading maps; identifying way markers\nREACTION: Avoiding getting lost in dust storms or blizzards; blindly remembering the way when being abducted\nCOMBINATION:\n >AGI+Navigation: safe maneuvering\n >BOD+Athletics: exploring a target area",
"Perception-t":"ACTION: Finding objects or spotting hidden things (traps); eavesdropping at doors\nREACTION: Noticing sudden events in time; spotting ambushes; hearing or smelling stalking enemies\nCOMBINATION:\n >INS+Survival: looking for a haven\n >PSY+Reaction: sensing danger\n >CHA+Arts: recognizing forgeries",
"Survival-t":"ACTION: Hunting; gathering; tracking; eviscerating; building fires; setting traps\nREACTION: Sensing danger in wilderness (poisons, traps)\nCOMBINATION:\n >AGI+Crafting: setting traps\n >INT+Science: knowledge of flora and fauna",
"Taming-t":"ACTION: Calming creatures; mentally strengthening, influencing, and training them\nREACTION: Showing strength to an attacking animal and thus unsettling it\nCOMBINATION:\n >BOD+Force: wrestling down an enemy\n >AGI+Navigation: mounted combat, setting animals on enemies",
"Primal-t":"ACTION: Raging and intimidating enemies\nREACTION: Suppressing rational fears; following feral survival instincts in crisis situations\nCOMBINATION:\n >INS+Taming: pack pecking orders.",
"ATTRSkill-u":"ATTR & Skill"
}
+53 -17
View File
@@ -80,16 +80,12 @@
"AttPtsRemain-u":"Attribute points remaining :",
"SkillPtsRemain-u":"Skill points remaining :",
"Attitude-u":"Attitude :",
"Primal-u":"Primal",
"Focus-u":"Focus",
"Belief-u":"Belief :",
"Faith-u":"Faith",
"Willpower-u":"Willpower",
"BODY-u":"BODY",
"Athletics-u":"Athletics",
"Brawl-u":"Brawl",
"Force-u":"Force",
"Melee":"Melee",
"Melee-u":"Melee",
"Stamina-u":"Stamina",
"Toughness-u":"Toughness",
"AGILITY-u":"AGILITY",
@@ -112,28 +108,21 @@
"Legends-u":"Legends",
"Medicine-u":"Medicine",
"Science-u":"Science",
"Focus-u":"Focus",
"PSYCHE-u":"PSYCHE",
"Cunning-u":"Cunning",
"Deception-u":"Deception",
"Domination-u":"Domination",
"Reaction-u":"Reaction",
"Faith-u":"Faith",
"Willpower-u":"Willpower",
"INSTINCT-u":"INSTINCT",
"Empathy-u":"Empathy",
"Orienteering-u":"Orienteering",
"Perception-u":"Perception",
"Survival-u":"Survival",
"Taming-u":"Taming",
"SpecialTest-u":"Special test ",
"ATTRIBUTE-u":"ATTRIBUTE",
"SKILL-u":"SKILL",
"SBODY-u":"-* BODY *-",
"Melee-u":"Melee",
"SAGILITY-u":"-* AGILITY *-",
"SCHARISMA-u":"-* CHARISMA *-",
"SINTELLECT-u":"-* INTELLECT *-",
"Medecine-u":"Medicine",
"SPSYCHE-u":"-* PSYCHE *-",
"SINSTINCT-u":"-* INSTINCT *-",
"Primal-u":"Primal",
"POTENTIALS-u":"POTENTIALS",
"Potential-name-p":"Name",
"Potential-Description-p":"Description",
@@ -266,5 +255,52 @@
"Dodge-emp-u":"dodges",
"PJRealName-u":"Player :",
"Attack-u":"attacks",
"Skill-u":"Skill"
"Skill-u":"Skill",
"putmaxcontamination-t":"Maximum contamination points",
"putcontamination-t":"Actual contamination points",
"putpermcontamination-t":"Permanent contamination points",
"putmaxblessures-t":"Maximum wounds points",
"putblessures-t":"Acutal wounds points",
"putmaxtrauma-t":"Maximum trama points",
"puttrauma-t":"Actual trauma points",
"putmaxpoids-t":"Maximum weight points",
"putpoids-t":"Weight points in battle",
"putpoidsrepos-t":"Actual weight points",
"Athletics-t":"ACTION: Running; climbing; jumping; swimming; overcoming obstacles; covering distances\nREACTION: Gauging time / distance relation; regaining balance; escaping from dangerous situations\nCOMBINATION:\n >BOD+Stamina: jogging or prolonged swimming",
"Brawl-t":"ACTION: Boxing; kicking; throwing; pit fighting\nREACTION: Quitting a brawl; breaking strangleholds\nCOMBINATION:\n >PSY+Reaction: disarm",
"Force-t":"ACTION: Bending up sewer grates; breaking chains; kicking in doors; showing strength (arm wrestling)\nREACTION: Holding someone; pushing against an opposing force (arm wrestling or keeping a door closed)\nCOMBINATION:\n >PSY+Domination: intimidation by force",
"Melee-t":"ACTION: Using weapons: axe, sword, hammer, club, knife, Splayer, etc.\nREACTION: Knowledge about weaknesses and properties of various sorts of weapons in combat; gauging the enemy’s combat power\nCOMBINATION:\n >PSY+Reaction: disarming an enemy",
"Stamina-t":"ACTION: Tracking; diving; marching for hours\nREACTION: Fleeing; holding your breath; overcoming illness, poisoning, and weariness; standing guard for several nights in a row\nCOMBINATION:\n >INS+Survival: hounding\n >BOD+Toughness: forced march",
"Toughness-t":"ACTION: Impressing with pain tolerance\nREACTION: Physical regeneration; withstanding pain and environmental influences; enduring torture\nCOMBINATION:\n >INS+Survival: facing extreme cold or heat",
"Crafting-t":"ACTION: Enhancing or repairing gear; cannibalizing artifacts; erecting defenses\nREACTION: Estimating the value and condition of things; finding weak spots in a building\nCOMBINATION:\n >AGI+Dexterity or CHA+Arts: forging",
"Dexterity-t":"ACTION: Stealing; lock picking with skeleton keys or wire; various tricks (loaded dice, coins, thimblerig, gaming, and tarot cards)\nREACTION: Keeping your hands steady; catching throws\nCOMBINATION:\n >AGI+Crafting: creating the finest mechanics",
"Navigation-t":"ACTION: Riding and animal handling; piloting motored vehicles or planes; navigating ships; aligning heavy artillery\nREACTION: gauging braking and acceleration paths; judging the condition of a vehicle\nCOMBINATION:\n >AGI+Mobility: special maneuvers (e.g. attacking or dodging)\n >INS+Taming: spur a steed to maximum performance",
"Mobility-t":"ACTION: Free running; jumping; dodging; acrobatics\nREACTION: Escape artist; swimming with or against the tide of a crowd\nCOMBINATION:\n >BOD+Brawl: freeing yourself from a clinch or countering strangleholds\n > AGI+Stealth: moving unseen",
"Projectiles-t":"ACTION: Projectiles use: bow, crossbow, Judges’ Musket, Soul Burner, Fungicide Rifle, blowgun, Spitfire, etc; weapons maintenance\nREACTION: Gauging range and characteristics of Projectiles; gauging distance; finding cover\nCOMBINATION:\n >AGI+Mobility: precisely throwing a grenade\n > AGI+Navigation: mounted ranged combat, shooting from a moving vehicle",
"Stealth-t":"ACTION: Hiding; hiding objects; stalking; sneaking; camouflage\nREACTION: gauging a level of sound; controlling heartbeat and breath; feigning death; ducking out of sight\nCOMBINATION:\n >BOD+Brawl/Melee: sneak attack\n >PSY+Domination: secretly fanning fear and superstition",
"Arts-t":"ACTION: Dancing; playing music; painting; tarot reading; writing poetry; storytelling; sculpting\nREACTION: Esthetical judgments; appraisals\nCOMBINATION:\n >AGI+Crafting: raising an object’s value by embellishing it",
"Conduct-t":"ACTION: Choosing appropriate words; knowing traditions, rituals, and customs and acting accordingly\nREACTION: Avoiding attention; seeing and evaluating another’s reaction to an action or a statement in a cultural context\nCOMBINATION:\n >CHA+Arts: Choosing the right gift or an appropriate toll\n >CHA+Expression: praising someone",
"Expression-t":"ACTION: Body language; public speaking; teaching\nREACTION: Giving hand signs; reading facial expressions\nCOMBINATION:\n >CHA+Arts: Singing and dancing",
"Leadership-t":"ACTION: Encouragement; propaganda; leading groups\nREACTION: Bolstering morale; avoiding mutinies\nCOMBINATION:\n >BOD+Melee or AGI+Projectiles: combatformations and tactical considerations\n >AGI+Navigation:herding",
"Negociation-t":"ACTION: Diplomacy; haggling; persuasion; drawing up contracts\nREACTION: Retorts; recognizing oppressive contracts\nCOMBINATION:\n >CHA+Expression: maximum profit\n >PSY+Deception: selling red dust to Stukov Nomads",
"Seduction-t":"ACTION: Seducing; flirting; turning tricks; pumping others for information\nREACTION: Counter-flirting; resistance against flattery; recognizing and countering seductive tricks\nCOMBINATION:\n >CHA+Expression: fascinating others\n >PSY+Domination: persuading others of dependencies",
"Artefact-t":"ACTION: Using, repairing and modifying artifacts\nREACTION: Identifying artifacts; recognizing meaning and context; gauging worth\nCOMBINATION:\n >INT+Engineering: awakening or expanding artifacts",
"Engineering-t":"ACTION: Understanding and manipulating mechanisms; upgrading high-tech equipment\nREACTION: Identifying technology; recognizing damages or weak spots (in vehicles, AMSUMOs)\nCOMBINATION:\n >INT+Legends: reconstructing lost technological processes\nSPECIALTY: improving high-tech equipment; the modern counterpart to >AGI+Crafting",
"Legends-t":"ACTION: Knowledge about the history of the Cultures and Cults; knowledge about inventions, the Primer, and cities both known and forgotten; knowledge about ancient signs and allegories; knowledge of old stories\nREACTION: Gauging chance; evaluating historical developments and the reactions of the Cults\nCOMBINATION:\n >INS+Orienteering: finding artifacts\n >BOD+Melee: revealing knowledge about the great battles\n >CHA+Leadership: summoning the ghost of the past\n >INT+Artifact lore: recognizing the workings of the known Bygone artifact",
"Medicine-t":"ACTION: Diagnosing and curing illnesses; brewing medicines; collecting healing herbs; treating wounds\nREACTION: Anticipating illnesses; recognizing dangerous substances\nCOMBINATION:\n >AGI+Dexterity: splinting fractures\n >INT+Science: knowing about pharmacy or epigenetics\n >INS+Survival: identifying medical herbs and using natural medicine",
"Science-t":"ACTION: Reading and writing; scientific knowledge; math knowledge; mixing explosives\nREACTION: Uncovering logical errors; gauging the strength of walls or doors; anticipating chemical reactions\nCOMBINATION:\n >AGI+Projectiles: assessing trajectories, finding the position of an assassin using the bullet hole\n >CHA+Expression: knowledge of linguistics and various dialects\n >INT+Engineering: structural engineering calculation\n >INS+Orienteering: logistics",
"Focus-t":"ACTION: Mental performance; meditation and concentration; overcoming doubts\nREACTION: Self-restraint; vanquishing fears; slowing down breath\nCOMBINATION:\n > INT+Medicine: highly complex surgeries\n >INT+Artifact lore: repairing highly complex artifacts\n >AGI+Projectiles: sharpshooter attack.",
"Cunning-t":"ACTION: Planning; improvisation; distraction\nREACTION: Recognizing an advantage; using subterfuge\nCOMBINATION:\n >INS+Orienteering: exploiting the terrain as well as possible",
"Deception-t":"ACTION: Pretending to be someone else, disguising one’s voice and appearance; forging documents and objects\nREACTION: Lies; bluffs\nCOMBINATION:\n >AGI+Crafting: creating forgeries\n >CHA+Leadership: posing as the leader of an unknown group",
"Domination-t":"ACTION: Intimidation; torture; terror; subjugation\nREACTION: Countering influences; implementing pecking order\nCOMBINATION:\n >CHA+Expression: roaring, battle cries\n >INS+Empathy: digging into others’ feelings and using them against them, shaking faith and will",
"Reaction-t":"ACTION: Taking the initiative; making quick attacks; surprising others\nREACTION: Sixth sense; noticing dangers\nCOMBINATION:\n >BOD+Brawl/Melee: surprise attacks, knife games\n >AGI+Projectiles: quick-drawing\n >AGI+Mobility: escaping a sprung trap",
"Faith-t":"ACTION: Religious knowledge; preaching; inspiring; making sacrifices; asceticism\nREACTION: Unmasking heresy; maintaining mental strength through the power of faith\nCOMBINATION:\n >PSY+Domination: the zealot\n >CHA+ Leadership: awaken fanaticism\n >INS+Empathy: making peace",
"Willpower-t":"ACTION: Self-conquest; tenacity; perseverance; austerity\nREACTION: Detecting superstition; repelling manipulation\nCOMBINATION:\n >PSY+Domination: asserting your will\n >BOD+Toughness: overcoming Trauma, ignoring pain",
"Empathy-t":"ACTION: Attuning to others; feigning friendship; assessing and manipulating group dynamics; psychology\nREACTION: Seeing the truth behind emotions; guessing the attitude and disposition of a counterpart\nCOMBINATION:\n >INT+Medicine: imparting salvation\n >CHA+Conduct: ingratiation",
"Orienteering-t":"ACTION: Finding someone or something in the country; drawing and reading maps; identifying way markers\nREACTION: Avoiding getting lost in dust storms or blizzards; blindly remembering the way when being abducted\nCOMBINATION:\n >AGI+Navigation: safe maneuvering\n >BOD+Athletics: exploring a target area",
"Perception-t":"ACTION: Finding objects or spotting hidden things (traps); eavesdropping at doors\nREACTION: Noticing sudden events in time; spotting ambushes; hearing or smelling stalking enemies\nCOMBINATION:\n >INS+Survival: looking for a haven\n >PSY+Reaction: sensing danger\n >CHA+Arts: recognizing forgeries",
"Survival-t":"ACTION: Hunting; gathering; tracking; eviscerating; building fires; setting traps\nREACTION: Sensing danger in wilderness (poisons, traps)\nCOMBINATION:\n >AGI+Crafting: setting traps\n >INT+Science: knowledge of flora and fauna",
"Taming-t":"ACTION: Calming creatures; mentally strengthening, influencing, and training them\nREACTION: Showing strength to an attacking animal and thus unsettling it\nCOMBINATION:\n >BOD+Force: wrestling down an enemy\n >AGI+Navigation: mounted combat, setting animals on enemies",
"Primal-t":"ACTION: Raging and intimidating enemies\nREACTION: Suppressing rational fears; following feral survival instincts in crisis situations\nCOMBINATION:\n >INS+Taming: pack pecking orders.",
"ATTRSkill-u":"ATTR & Skill"
}
+53 -17
View File
@@ -80,16 +80,12 @@
"AttPtsRemain-u":"Attribute points remaining :",
"SkillPtsRemain-u":"Skill points remaining :",
"Attitude-u":"Attitude :",
"Primal-u":"Primal",
"Focus-u":"Focus",
"Belief-u":"Belief :",
"Faith-u":"Faith",
"Willpower-u":"Willpower",
"BODY-u":"BODY",
"Athletics-u":"Athletics",
"Brawl-u":"Brawl",
"Force-u":"Force",
"Melee":"Melee",
"Melee-u":"Melee",
"Stamina-u":"Stamina",
"Toughness-u":"Toughness",
"AGILITY-u":"AGILITY",
@@ -112,28 +108,21 @@
"Legends-u":"Legends",
"Medicine-u":"Medicine",
"Science-u":"Science",
"Focus-u":"Focus",
"PSYCHE-u":"PSYCHE",
"Cunning-u":"Cunning",
"Deception-u":"Deception",
"Domination-u":"Domination",
"Reaction-u":"Reaction",
"Faith-u":"Faith",
"Willpower-u":"Willpower",
"INSTINCT-u":"INSTINCT",
"Empathy-u":"Empathy",
"Orienteering-u":"Orienteering",
"Perception-u":"Perception",
"Survival-u":"Survival",
"Taming-u":"Taming",
"SpecialTest-u":"Special test ",
"ATTRIBUTE-u":"ATTRIBUTE",
"SKILL-u":"SKILL",
"SBODY-u":"-* BODY *-",
"Melee-u":"Melee",
"SAGILITY-u":"-* AGILITY *-",
"SCHARISMA-u":"-* CHARISMA *-",
"SINTELLECT-u":"-* INTELLECT *-",
"Medecine-u":"Medicine",
"SPSYCHE-u":"-* PSYCHE *-",
"SINSTINCT-u":"-* INSTINCT *-",
"Primal-u":"Primal",
"POTENTIALS-u":"POTENTIALS",
"Potential-name-p":"Name",
"Potential-Description-p":"Description",
@@ -266,5 +255,52 @@
"Dodge-emp-u":"dodges",
"PJRealName-u":"Player :",
"Attack-u":"attacks",
"Skill-u":"Skill"
"Skill-u":"Skill",
"putmaxcontamination-t":"Maximum contamination points",
"putcontamination-t":"Actual contamination points",
"putpermcontamination-t":"Permanent contamination points",
"putmaxblessures-t":"Maximum wounds points",
"putblessures-t":"Acutal wounds points",
"putmaxtrauma-t":"Maximum trama points",
"puttrauma-t":"Actual trauma points",
"putmaxpoids-t":"Maximum weight points",
"putpoids-t":"Weight points in battle",
"putpoidsrepos-t":"Actual weight points",
"Athletics-t":"ACTION: Running; climbing; jumping; swimming; overcoming obstacles; covering distances\nREACTION: Gauging time / distance relation; regaining balance; escaping from dangerous situations\nCOMBINATION:\n >BOD+Stamina: jogging or prolonged swimming",
"Brawl-t":"ACTION: Boxing; kicking; throwing; pit fighting\nREACTION: Quitting a brawl; breaking strangleholds\nCOMBINATION:\n >PSY+Reaction: disarm",
"Force-t":"ACTION: Bending up sewer grates; breaking chains; kicking in doors; showing strength (arm wrestling)\nREACTION: Holding someone; pushing against an opposing force (arm wrestling or keeping a door closed)\nCOMBINATION:\n >PSY+Domination: intimidation by force",
"Melee-t":"ACTION: Using weapons: axe, sword, hammer, club, knife, Splayer, etc.\nREACTION: Knowledge about weaknesses and properties of various sorts of weapons in combat; gauging the enemy’s combat power\nCOMBINATION:\n >PSY+Reaction: disarming an enemy",
"Stamina-t":"ACTION: Tracking; diving; marching for hours\nREACTION: Fleeing; holding your breath; overcoming illness, poisoning, and weariness; standing guard for several nights in a row\nCOMBINATION:\n >INS+Survival: hounding\n >BOD+Toughness: forced march",
"Toughness-t":"ACTION: Impressing with pain tolerance\nREACTION: Physical regeneration; withstanding pain and environmental influences; enduring torture\nCOMBINATION:\n >INS+Survival: facing extreme cold or heat",
"Crafting-t":"ACTION: Enhancing or repairing gear; cannibalizing artifacts; erecting defenses\nREACTION: Estimating the value and condition of things; finding weak spots in a building\nCOMBINATION:\n >AGI+Dexterity or CHA+Arts: forging",
"Dexterity-t":"ACTION: Stealing; lock picking with skeleton keys or wire; various tricks (loaded dice, coins, thimblerig, gaming, and tarot cards)\nREACTION: Keeping your hands steady; catching throws\nCOMBINATION:\n >AGI+Crafting: creating the finest mechanics",
"Navigation-t":"ACTION: Riding and animal handling; piloting motored vehicles or planes; navigating ships; aligning heavy artillery\nREACTION: gauging braking and acceleration paths; judging the condition of a vehicle\nCOMBINATION:\n >AGI+Mobility: special maneuvers (e.g. attacking or dodging)\n >INS+Taming: spur a steed to maximum performance",
"Mobility-t":"ACTION: Free running; jumping; dodging; acrobatics\nREACTION: Escape artist; swimming with or against the tide of a crowd\nCOMBINATION:\n >BOD+Brawl: freeing yourself from a clinch or countering strangleholds\n > AGI+Stealth: moving unseen",
"Projectiles-t":"ACTION: Projectiles use: bow, crossbow, Judges’ Musket, Soul Burner, Fungicide Rifle, blowgun, Spitfire, etc; weapons maintenance\nREACTION: Gauging range and characteristics of Projectiles; gauging distance; finding cover\nCOMBINATION:\n >AGI+Mobility: precisely throwing a grenade\n > AGI+Navigation: mounted ranged combat, shooting from a moving vehicle",
"Stealth-t":"ACTION: Hiding; hiding objects; stalking; sneaking; camouflage\nREACTION: gauging a level of sound; controlling heartbeat and breath; feigning death; ducking out of sight\nCOMBINATION:\n >BOD+Brawl/Melee: sneak attack\n >PSY+Domination: secretly fanning fear and superstition",
"Arts-t":"ACTION: Dancing; playing music; painting; tarot reading; writing poetry; storytelling; sculpting\nREACTION: Esthetical judgments; appraisals\nCOMBINATION:\n >AGI+Crafting: raising an object’s value by embellishing it",
"Conduct-t":"ACTION: Choosing appropriate words; knowing traditions, rituals, and customs and acting accordingly\nREACTION: Avoiding attention; seeing and evaluating another’s reaction to an action or a statement in a cultural context\nCOMBINATION:\n >CHA+Arts: Choosing the right gift or an appropriate toll\n >CHA+Expression: praising someone",
"Expression-t":"ACTION: Body language; public speaking; teaching\nREACTION: Giving hand signs; reading facial expressions\nCOMBINATION:\n >CHA+Arts: Singing and dancing",
"Leadership-t":"ACTION: Encouragement; propaganda; leading groups\nREACTION: Bolstering morale; avoiding mutinies\nCOMBINATION:\n >BOD+Melee or AGI+Projectiles: combatformations and tactical considerations\n >AGI+Navigation:herding",
"Negociation-t":"ACTION: Diplomacy; haggling; persuasion; drawing up contracts\nREACTION: Retorts; recognizing oppressive contracts\nCOMBINATION:\n >CHA+Expression: maximum profit\n >PSY+Deception: selling red dust to Stukov Nomads",
"Seduction-t":"ACTION: Seducing; flirting; turning tricks; pumping others for information\nREACTION: Counter-flirting; resistance against flattery; recognizing and countering seductive tricks\nCOMBINATION:\n >CHA+Expression: fascinating others\n >PSY+Domination: persuading others of dependencies",
"Artefact-t":"ACTION: Using, repairing and modifying artifacts\nREACTION: Identifying artifacts; recognizing meaning and context; gauging worth\nCOMBINATION:\n >INT+Engineering: awakening or expanding artifacts",
"Engineering-t":"ACTION: Understanding and manipulating mechanisms; upgrading high-tech equipment\nREACTION: Identifying technology; recognizing damages or weak spots (in vehicles, AMSUMOs)\nCOMBINATION:\n >INT+Legends: reconstructing lost technological processes\nSPECIALTY: improving high-tech equipment; the modern counterpart to >AGI+Crafting",
"Legends-t":"ACTION: Knowledge about the history of the Cultures and Cults; knowledge about inventions, the Primer, and cities both known and forgotten; knowledge about ancient signs and allegories; knowledge of old stories\nREACTION: Gauging chance; evaluating historical developments and the reactions of the Cults\nCOMBINATION:\n >INS+Orienteering: finding artifacts\n >BOD+Melee: revealing knowledge about the great battles\n >CHA+Leadership: summoning the ghost of the past\n >INT+Artifact lore: recognizing the workings of the known Bygone artifact",
"Medicine-t":"ACTION: Diagnosing and curing illnesses; brewing medicines; collecting healing herbs; treating wounds\nREACTION: Anticipating illnesses; recognizing dangerous substances\nCOMBINATION:\n >AGI+Dexterity: splinting fractures\n >INT+Science: knowing about pharmacy or epigenetics\n >INS+Survival: identifying medical herbs and using natural medicine",
"Science-t":"ACTION: Reading and writing; scientific knowledge; math knowledge; mixing explosives\nREACTION: Uncovering logical errors; gauging the strength of walls or doors; anticipating chemical reactions\nCOMBINATION:\n >AGI+Projectiles: assessing trajectories, finding the position of an assassin using the bullet hole\n >CHA+Expression: knowledge of linguistics and various dialects\n >INT+Engineering: structural engineering calculation\n >INS+Orienteering: logistics",
"Focus-t":"ACTION: Mental performance; meditation and concentration; overcoming doubts\nREACTION: Self-restraint; vanquishing fears; slowing down breath\nCOMBINATION:\n > INT+Medicine: highly complex surgeries\n >INT+Artifact lore: repairing highly complex artifacts\n >AGI+Projectiles: sharpshooter attack.",
"Cunning-t":"ACTION: Planning; improvisation; distraction\nREACTION: Recognizing an advantage; using subterfuge\nCOMBINATION:\n >INS+Orienteering: exploiting the terrain as well as possible",
"Deception-t":"ACTION: Pretending to be someone else, disguising one’s voice and appearance; forging documents and objects\nREACTION: Lies; bluffs\nCOMBINATION:\n >AGI+Crafting: creating forgeries\n >CHA+Leadership: posing as the leader of an unknown group",
"Domination-t":"ACTION: Intimidation; torture; terror; subjugation\nREACTION: Countering influences; implementing pecking order\nCOMBINATION:\n >CHA+Expression: roaring, battle cries\n >INS+Empathy: digging into others’ feelings and using them against them, shaking faith and will",
"Reaction-t":"ACTION: Taking the initiative; making quick attacks; surprising others\nREACTION: Sixth sense; noticing dangers\nCOMBINATION:\n >BOD+Brawl/Melee: surprise attacks, knife games\n >AGI+Projectiles: quick-drawing\n >AGI+Mobility: escaping a sprung trap",
"Faith-t":"ACTION: Religious knowledge; preaching; inspiring; making sacrifices; asceticism\nREACTION: Unmasking heresy; maintaining mental strength through the power of faith\nCOMBINATION:\n >PSY+Domination: the zealot\n >CHA+ Leadership: awaken fanaticism\n >INS+Empathy: making peace",
"Willpower-t":"ACTION: Self-conquest; tenacity; perseverance; austerity\nREACTION: Detecting superstition; repelling manipulation\nCOMBINATION:\n >PSY+Domination: asserting your will\n >BOD+Toughness: overcoming Trauma, ignoring pain",
"Empathy-t":"ACTION: Attuning to others; feigning friendship; assessing and manipulating group dynamics; psychology\nREACTION: Seeing the truth behind emotions; guessing the attitude and disposition of a counterpart\nCOMBINATION:\n >INT+Medicine: imparting salvation\n >CHA+Conduct: ingratiation",
"Orienteering-t":"ACTION: Finding someone or something in the country; drawing and reading maps; identifying way markers\nREACTION: Avoiding getting lost in dust storms or blizzards; blindly remembering the way when being abducted\nCOMBINATION:\n >AGI+Navigation: safe maneuvering\n >BOD+Athletics: exploring a target area",
"Perception-t":"ACTION: Finding objects or spotting hidden things (traps); eavesdropping at doors\nREACTION: Noticing sudden events in time; spotting ambushes; hearing or smelling stalking enemies\nCOMBINATION:\n >INS+Survival: looking for a haven\n >PSY+Reaction: sensing danger\n >CHA+Arts: recognizing forgeries",
"Survival-t":"ACTION: Hunting; gathering; tracking; eviscerating; building fires; setting traps\nREACTION: Sensing danger in wilderness (poisons, traps)\nCOMBINATION:\n >AGI+Crafting: setting traps\n >INT+Science: knowledge of flora and fauna",
"Taming-t":"ACTION: Calming creatures; mentally strengthening, influencing, and training them\nREACTION: Showing strength to an attacking animal and thus unsettling it\nCOMBINATION:\n >BOD+Force: wrestling down an enemy\n >AGI+Navigation: mounted combat, setting animals on enemies",
"Primal-t":"ACTION: Raging and intimidating enemies\nREACTION: Suppressing rational fears; following feral survival instincts in crisis situations\nCOMBINATION:\n >INS+Taming: pack pecking orders.",
"ATTRSkill-u":"ATTR & Skill"
}
+53 -17
View File
@@ -80,16 +80,12 @@
"AttPtsRemain-u":"Attribute points remaining :",
"SkillPtsRemain-u":"Skill points remaining :",
"Attitude-u":"Attitude :",
"Primal-u":"Primal",
"Focus-u":"Focus",
"Belief-u":"Belief :",
"Faith-u":"Faith",
"Willpower-u":"Willpower",
"BODY-u":"BODY",
"Athletics-u":"Athletics",
"Brawl-u":"Brawl",
"Force-u":"Force",
"Melee":"Melee",
"Melee-u":"Melee",
"Stamina-u":"Stamina",
"Toughness-u":"Toughness",
"AGILITY-u":"AGILITY",
@@ -112,28 +108,21 @@
"Legends-u":"Legends",
"Medicine-u":"Medicine",
"Science-u":"Science",
"Focus-u":"Focus",
"PSYCHE-u":"PSYCHE",
"Cunning-u":"Cunning",
"Deception-u":"Deception",
"Domination-u":"Domination",
"Reaction-u":"Reaction",
"Faith-u":"Faith",
"Willpower-u":"Willpower",
"INSTINCT-u":"INSTINCT",
"Empathy-u":"Empathy",
"Orienteering-u":"Orienteering",
"Perception-u":"Perception",
"Survival-u":"Survival",
"Taming-u":"Taming",
"SpecialTest-u":"Special test ",
"ATTRIBUTE-u":"ATTRIBUTE",
"SKILL-u":"SKILL",
"SBODY-u":"-* BODY *-",
"Melee-u":"Melee",
"SAGILITY-u":"-* AGILITY *-",
"SCHARISMA-u":"-* CHARISMA *-",
"SINTELLECT-u":"-* INTELLECT *-",
"Medecine-u":"Medicine",
"SPSYCHE-u":"-* PSYCHE *-",
"SINSTINCT-u":"-* INSTINCT *-",
"Primal-u":"Primal",
"POTENTIALS-u":"POTENTIALS",
"Potential-name-p":"Name",
"Potential-Description-p":"Description",
@@ -266,5 +255,52 @@
"Dodge-emp-u":"dodges",
"PJRealName-u":"Player :",
"Attack-u":"attacks",
"Skill-u":"Skill"
"Skill-u":"Skill",
"putmaxcontamination-t":"Maximum contamination points",
"putcontamination-t":"Actual contamination points",
"putpermcontamination-t":"Permanent contamination points",
"putmaxblessures-t":"Maximum wounds points",
"putblessures-t":"Acutal wounds points",
"putmaxtrauma-t":"Maximum trama points",
"puttrauma-t":"Actual trauma points",
"putmaxpoids-t":"Maximum weight points",
"putpoids-t":"Weight points in battle",
"putpoidsrepos-t":"Actual weight points",
"Athletics-t":"ACTION: Running; climbing; jumping; swimming; overcoming obstacles; covering distances\nREACTION: Gauging time / distance relation; regaining balance; escaping from dangerous situations\nCOMBINATION:\n >BOD+Stamina: jogging or prolonged swimming",
"Brawl-t":"ACTION: Boxing; kicking; throwing; pit fighting\nREACTION: Quitting a brawl; breaking strangleholds\nCOMBINATION:\n >PSY+Reaction: disarm",
"Force-t":"ACTION: Bending up sewer grates; breaking chains; kicking in doors; showing strength (arm wrestling)\nREACTION: Holding someone; pushing against an opposing force (arm wrestling or keeping a door closed)\nCOMBINATION:\n >PSY+Domination: intimidation by force",
"Melee-t":"ACTION: Using weapons: axe, sword, hammer, club, knife, Splayer, etc.\nREACTION: Knowledge about weaknesses and properties of various sorts of weapons in combat; gauging the enemy’s combat power\nCOMBINATION:\n >PSY+Reaction: disarming an enemy",
"Stamina-t":"ACTION: Tracking; diving; marching for hours\nREACTION: Fleeing; holding your breath; overcoming illness, poisoning, and weariness; standing guard for several nights in a row\nCOMBINATION:\n >INS+Survival: hounding\n >BOD+Toughness: forced march",
"Toughness-t":"ACTION: Impressing with pain tolerance\nREACTION: Physical regeneration; withstanding pain and environmental influences; enduring torture\nCOMBINATION:\n >INS+Survival: facing extreme cold or heat",
"Crafting-t":"ACTION: Enhancing or repairing gear; cannibalizing artifacts; erecting defenses\nREACTION: Estimating the value and condition of things; finding weak spots in a building\nCOMBINATION:\n >AGI+Dexterity or CHA+Arts: forging",
"Dexterity-t":"ACTION: Stealing; lock picking with skeleton keys or wire; various tricks (loaded dice, coins, thimblerig, gaming, and tarot cards)\nREACTION: Keeping your hands steady; catching throws\nCOMBINATION:\n >AGI+Crafting: creating the finest mechanics",
"Navigation-t":"ACTION: Riding and animal handling; piloting motored vehicles or planes; navigating ships; aligning heavy artillery\nREACTION: gauging braking and acceleration paths; judging the condition of a vehicle\nCOMBINATION:\n >AGI+Mobility: special maneuvers (e.g. attacking or dodging)\n >INS+Taming: spur a steed to maximum performance",
"Mobility-t":"ACTION: Free running; jumping; dodging; acrobatics\nREACTION: Escape artist; swimming with or against the tide of a crowd\nCOMBINATION:\n >BOD+Brawl: freeing yourself from a clinch or countering strangleholds\n > AGI+Stealth: moving unseen",
"Projectiles-t":"ACTION: Projectiles use: bow, crossbow, Judges’ Musket, Soul Burner, Fungicide Rifle, blowgun, Spitfire, etc; weapons maintenance\nREACTION: Gauging range and characteristics of Projectiles; gauging distance; finding cover\nCOMBINATION:\n >AGI+Mobility: precisely throwing a grenade\n > AGI+Navigation: mounted ranged combat, shooting from a moving vehicle",
"Stealth-t":"ACTION: Hiding; hiding objects; stalking; sneaking; camouflage\nREACTION: gauging a level of sound; controlling heartbeat and breath; feigning death; ducking out of sight\nCOMBINATION:\n >BOD+Brawl/Melee: sneak attack\n >PSY+Domination: secretly fanning fear and superstition",
"Arts-t":"ACTION: Dancing; playing music; painting; tarot reading; writing poetry; storytelling; sculpting\nREACTION: Esthetical judgments; appraisals\nCOMBINATION:\n >AGI+Crafting: raising an object’s value by embellishing it",
"Conduct-t":"ACTION: Choosing appropriate words; knowing traditions, rituals, and customs and acting accordingly\nREACTION: Avoiding attention; seeing and evaluating another’s reaction to an action or a statement in a cultural context\nCOMBINATION:\n >CHA+Arts: Choosing the right gift or an appropriate toll\n >CHA+Expression: praising someone",
"Expression-t":"ACTION: Body language; public speaking; teaching\nREACTION: Giving hand signs; reading facial expressions\nCOMBINATION:\n >CHA+Arts: Singing and dancing",
"Leadership-t":"ACTION: Encouragement; propaganda; leading groups\nREACTION: Bolstering morale; avoiding mutinies\nCOMBINATION:\n >BOD+Melee or AGI+Projectiles: combatformations and tactical considerations\n >AGI+Navigation:herding",
"Negociation-t":"ACTION: Diplomacy; haggling; persuasion; drawing up contracts\nREACTION: Retorts; recognizing oppressive contracts\nCOMBINATION:\n >CHA+Expression: maximum profit\n >PSY+Deception: selling red dust to Stukov Nomads",
"Seduction-t":"ACTION: Seducing; flirting; turning tricks; pumping others for information\nREACTION: Counter-flirting; resistance against flattery; recognizing and countering seductive tricks\nCOMBINATION:\n >CHA+Expression: fascinating others\n >PSY+Domination: persuading others of dependencies",
"Artefact-t":"ACTION: Using, repairing and modifying artifacts\nREACTION: Identifying artifacts; recognizing meaning and context; gauging worth\nCOMBINATION:\n >INT+Engineering: awakening or expanding artifacts",
"Engineering-t":"ACTION: Understanding and manipulating mechanisms; upgrading high-tech equipment\nREACTION: Identifying technology; recognizing damages or weak spots (in vehicles, AMSUMOs)\nCOMBINATION:\n >INT+Legends: reconstructing lost technological processes\nSPECIALTY: improving high-tech equipment; the modern counterpart to >AGI+Crafting",
"Legends-t":"ACTION: Knowledge about the history of the Cultures and Cults; knowledge about inventions, the Primer, and cities both known and forgotten; knowledge about ancient signs and allegories; knowledge of old stories\nREACTION: Gauging chance; evaluating historical developments and the reactions of the Cults\nCOMBINATION:\n >INS+Orienteering: finding artifacts\n >BOD+Melee: revealing knowledge about the great battles\n >CHA+Leadership: summoning the ghost of the past\n >INT+Artifact lore: recognizing the workings of the known Bygone artifact",
"Medicine-t":"ACTION: Diagnosing and curing illnesses; brewing medicines; collecting healing herbs; treating wounds\nREACTION: Anticipating illnesses; recognizing dangerous substances\nCOMBINATION:\n >AGI+Dexterity: splinting fractures\n >INT+Science: knowing about pharmacy or epigenetics\n >INS+Survival: identifying medical herbs and using natural medicine",
"Science-t":"ACTION: Reading and writing; scientific knowledge; math knowledge; mixing explosives\nREACTION: Uncovering logical errors; gauging the strength of walls or doors; anticipating chemical reactions\nCOMBINATION:\n >AGI+Projectiles: assessing trajectories, finding the position of an assassin using the bullet hole\n >CHA+Expression: knowledge of linguistics and various dialects\n >INT+Engineering: structural engineering calculation\n >INS+Orienteering: logistics",
"Focus-t":"ACTION: Mental performance; meditation and concentration; overcoming doubts\nREACTION: Self-restraint; vanquishing fears; slowing down breath\nCOMBINATION:\n > INT+Medicine: highly complex surgeries\n >INT+Artifact lore: repairing highly complex artifacts\n >AGI+Projectiles: sharpshooter attack.",
"Cunning-t":"ACTION: Planning; improvisation; distraction\nREACTION: Recognizing an advantage; using subterfuge\nCOMBINATION:\n >INS+Orienteering: exploiting the terrain as well as possible",
"Deception-t":"ACTION: Pretending to be someone else, disguising one’s voice and appearance; forging documents and objects\nREACTION: Lies; bluffs\nCOMBINATION:\n >AGI+Crafting: creating forgeries\n >CHA+Leadership: posing as the leader of an unknown group",
"Domination-t":"ACTION: Intimidation; torture; terror; subjugation\nREACTION: Countering influences; implementing pecking order\nCOMBINATION:\n >CHA+Expression: roaring, battle cries\n >INS+Empathy: digging into others’ feelings and using them against them, shaking faith and will",
"Reaction-t":"ACTION: Taking the initiative; making quick attacks; surprising others\nREACTION: Sixth sense; noticing dangers\nCOMBINATION:\n >BOD+Brawl/Melee: surprise attacks, knife games\n >AGI+Projectiles: quick-drawing\n >AGI+Mobility: escaping a sprung trap",
"Faith-t":"ACTION: Religious knowledge; preaching; inspiring; making sacrifices; asceticism\nREACTION: Unmasking heresy; maintaining mental strength through the power of faith\nCOMBINATION:\n >PSY+Domination: the zealot\n >CHA+ Leadership: awaken fanaticism\n >INS+Empathy: making peace",
"Willpower-t":"ACTION: Self-conquest; tenacity; perseverance; austerity\nREACTION: Detecting superstition; repelling manipulation\nCOMBINATION:\n >PSY+Domination: asserting your will\n >BOD+Toughness: overcoming Trauma, ignoring pain",
"Empathy-t":"ACTION: Attuning to others; feigning friendship; assessing and manipulating group dynamics; psychology\nREACTION: Seeing the truth behind emotions; guessing the attitude and disposition of a counterpart\nCOMBINATION:\n >INT+Medicine: imparting salvation\n >CHA+Conduct: ingratiation",
"Orienteering-t":"ACTION: Finding someone or something in the country; drawing and reading maps; identifying way markers\nREACTION: Avoiding getting lost in dust storms or blizzards; blindly remembering the way when being abducted\nCOMBINATION:\n >AGI+Navigation: safe maneuvering\n >BOD+Athletics: exploring a target area",
"Perception-t":"ACTION: Finding objects or spotting hidden things (traps); eavesdropping at doors\nREACTION: Noticing sudden events in time; spotting ambushes; hearing or smelling stalking enemies\nCOMBINATION:\n >INS+Survival: looking for a haven\n >PSY+Reaction: sensing danger\n >CHA+Arts: recognizing forgeries",
"Survival-t":"ACTION: Hunting; gathering; tracking; eviscerating; building fires; setting traps\nREACTION: Sensing danger in wilderness (poisons, traps)\nCOMBINATION:\n >AGI+Crafting: setting traps\n >INT+Science: knowledge of flora and fauna",
"Taming-t":"ACTION: Calming creatures; mentally strengthening, influencing, and training them\nREACTION: Showing strength to an attacking animal and thus unsettling it\nCOMBINATION:\n >BOD+Force: wrestling down an enemy\n >AGI+Navigation: mounted combat, setting animals on enemies",
"Primal-t":"ACTION: Raging and intimidating enemies\nREACTION: Suppressing rational fears; following feral survival instincts in crisis situations\nCOMBINATION:\n >INS+Taming: pack pecking orders.",
"ATTRSkill-u":"ATTR & Skill"
}
+53 -17
View File
@@ -80,16 +80,12 @@
"AttPtsRemain-u":"Attribute points remaining :",
"SkillPtsRemain-u":"Skill points remaining :",
"Attitude-u":"Attitude :",
"Primal-u":"Primal",
"Focus-u":"Focus",
"Belief-u":"Belief :",
"Faith-u":"Faith",
"Willpower-u":"Willpower",
"BODY-u":"BODY",
"Athletics-u":"Athletics",
"Brawl-u":"Brawl",
"Force-u":"Force",
"Melee":"Melee",
"Melee-u":"Melee",
"Stamina-u":"Stamina",
"Toughness-u":"Toughness",
"AGILITY-u":"AGILITY",
@@ -112,28 +108,21 @@
"Legends-u":"Legends",
"Medicine-u":"Medicine",
"Science-u":"Science",
"Focus-u":"Focus",
"PSYCHE-u":"PSYCHE",
"Cunning-u":"Cunning",
"Deception-u":"Deception",
"Domination-u":"Domination",
"Reaction-u":"Reaction",
"Faith-u":"Faith",
"Willpower-u":"Willpower",
"INSTINCT-u":"INSTINCT",
"Empathy-u":"Empathy",
"Orienteering-u":"Orienteering",
"Perception-u":"Perception",
"Survival-u":"Survival",
"Taming-u":"Taming",
"SpecialTest-u":"Special test ",
"ATTRIBUTE-u":"ATTRIBUTE",
"SKILL-u":"SKILL",
"SBODY-u":"-* BODY *-",
"Melee-u":"Melee",
"SAGILITY-u":"-* AGILITY *-",
"SCHARISMA-u":"-* CHARISMA *-",
"SINTELLECT-u":"-* INTELLECT *-",
"Medecine-u":"Medicine",
"SPSYCHE-u":"-* PSYCHE *-",
"SINSTINCT-u":"-* INSTINCT *-",
"Primal-u":"Primal",
"POTENTIALS-u":"POTENTIALS",
"Potential-name-p":"Name",
"Potential-Description-p":"Description",
@@ -266,5 +255,52 @@
"Dodge-emp-u":"dodges",
"PJRealName-u":"Player :",
"Attack-u":"attacks",
"Skill-u":"Skill"
"Skill-u":"Skill",
"putmaxcontamination-t":"Maximum contamination points",
"putcontamination-t":"Actual contamination points",
"putpermcontamination-t":"Permanent contamination points",
"putmaxblessures-t":"Maximum wounds points",
"putblessures-t":"Acutal wounds points",
"putmaxtrauma-t":"Maximum trama points",
"puttrauma-t":"Actual trauma points",
"putmaxpoids-t":"Maximum weight points",
"putpoids-t":"Weight points in battle",
"putpoidsrepos-t":"Actual weight points",
"Athletics-t":"ACTION: Running; climbing; jumping; swimming; overcoming obstacles; covering distances\nREACTION: Gauging time / distance relation; regaining balance; escaping from dangerous situations\nCOMBINATION:\n >BOD+Stamina: jogging or prolonged swimming",
"Brawl-t":"ACTION: Boxing; kicking; throwing; pit fighting\nREACTION: Quitting a brawl; breaking strangleholds\nCOMBINATION:\n >PSY+Reaction: disarm",
"Force-t":"ACTION: Bending up sewer grates; breaking chains; kicking in doors; showing strength (arm wrestling)\nREACTION: Holding someone; pushing against an opposing force (arm wrestling or keeping a door closed)\nCOMBINATION:\n >PSY+Domination: intimidation by force",
"Melee-t":"ACTION: Using weapons: axe, sword, hammer, club, knife, Splayer, etc.\nREACTION: Knowledge about weaknesses and properties of various sorts of weapons in combat; gauging the enemy’s combat power\nCOMBINATION:\n >PSY+Reaction: disarming an enemy",
"Stamina-t":"ACTION: Tracking; diving; marching for hours\nREACTION: Fleeing; holding your breath; overcoming illness, poisoning, and weariness; standing guard for several nights in a row\nCOMBINATION:\n >INS+Survival: hounding\n >BOD+Toughness: forced march",
"Toughness-t":"ACTION: Impressing with pain tolerance\nREACTION: Physical regeneration; withstanding pain and environmental influences; enduring torture\nCOMBINATION:\n >INS+Survival: facing extreme cold or heat",
"Crafting-t":"ACTION: Enhancing or repairing gear; cannibalizing artifacts; erecting defenses\nREACTION: Estimating the value and condition of things; finding weak spots in a building\nCOMBINATION:\n >AGI+Dexterity or CHA+Arts: forging",
"Dexterity-t":"ACTION: Stealing; lock picking with skeleton keys or wire; various tricks (loaded dice, coins, thimblerig, gaming, and tarot cards)\nREACTION: Keeping your hands steady; catching throws\nCOMBINATION:\n >AGI+Crafting: creating the finest mechanics",
"Navigation-t":"ACTION: Riding and animal handling; piloting motored vehicles or planes; navigating ships; aligning heavy artillery\nREACTION: gauging braking and acceleration paths; judging the condition of a vehicle\nCOMBINATION:\n >AGI+Mobility: special maneuvers (e.g. attacking or dodging)\n >INS+Taming: spur a steed to maximum performance",
"Mobility-t":"ACTION: Free running; jumping; dodging; acrobatics\nREACTION: Escape artist; swimming with or against the tide of a crowd\nCOMBINATION:\n >BOD+Brawl: freeing yourself from a clinch or countering strangleholds\n > AGI+Stealth: moving unseen",
"Projectiles-t":"ACTION: Projectiles use: bow, crossbow, Judges’ Musket, Soul Burner, Fungicide Rifle, blowgun, Spitfire, etc; weapons maintenance\nREACTION: Gauging range and characteristics of Projectiles; gauging distance; finding cover\nCOMBINATION:\n >AGI+Mobility: precisely throwing a grenade\n > AGI+Navigation: mounted ranged combat, shooting from a moving vehicle",
"Stealth-t":"ACTION: Hiding; hiding objects; stalking; sneaking; camouflage\nREACTION: gauging a level of sound; controlling heartbeat and breath; feigning death; ducking out of sight\nCOMBINATION:\n >BOD+Brawl/Melee: sneak attack\n >PSY+Domination: secretly fanning fear and superstition",
"Arts-t":"ACTION: Dancing; playing music; painting; tarot reading; writing poetry; storytelling; sculpting\nREACTION: Esthetical judgments; appraisals\nCOMBINATION:\n >AGI+Crafting: raising an object’s value by embellishing it",
"Conduct-t":"ACTION: Choosing appropriate words; knowing traditions, rituals, and customs and acting accordingly\nREACTION: Avoiding attention; seeing and evaluating another’s reaction to an action or a statement in a cultural context\nCOMBINATION:\n >CHA+Arts: Choosing the right gift or an appropriate toll\n >CHA+Expression: praising someone",
"Expression-t":"ACTION: Body language; public speaking; teaching\nREACTION: Giving hand signs; reading facial expressions\nCOMBINATION:\n >CHA+Arts: Singing and dancing",
"Leadership-t":"ACTION: Encouragement; propaganda; leading groups\nREACTION: Bolstering morale; avoiding mutinies\nCOMBINATION:\n >BOD+Melee or AGI+Projectiles: combatformations and tactical considerations\n >AGI+Navigation:herding",
"Negociation-t":"ACTION: Diplomacy; haggling; persuasion; drawing up contracts\nREACTION: Retorts; recognizing oppressive contracts\nCOMBINATION:\n >CHA+Expression: maximum profit\n >PSY+Deception: selling red dust to Stukov Nomads",
"Seduction-t":"ACTION: Seducing; flirting; turning tricks; pumping others for information\nREACTION: Counter-flirting; resistance against flattery; recognizing and countering seductive tricks\nCOMBINATION:\n >CHA+Expression: fascinating others\n >PSY+Domination: persuading others of dependencies",
"Artefact-t":"ACTION: Using, repairing and modifying artifacts\nREACTION: Identifying artifacts; recognizing meaning and context; gauging worth\nCOMBINATION:\n >INT+Engineering: awakening or expanding artifacts",
"Engineering-t":"ACTION: Understanding and manipulating mechanisms; upgrading high-tech equipment\nREACTION: Identifying technology; recognizing damages or weak spots (in vehicles, AMSUMOs)\nCOMBINATION:\n >INT+Legends: reconstructing lost technological processes\nSPECIALTY: improving high-tech equipment; the modern counterpart to >AGI+Crafting",
"Legends-t":"ACTION: Knowledge about the history of the Cultures and Cults; knowledge about inventions, the Primer, and cities both known and forgotten; knowledge about ancient signs and allegories; knowledge of old stories\nREACTION: Gauging chance; evaluating historical developments and the reactions of the Cults\nCOMBINATION:\n >INS+Orienteering: finding artifacts\n >BOD+Melee: revealing knowledge about the great battles\n >CHA+Leadership: summoning the ghost of the past\n >INT+Artifact lore: recognizing the workings of the known Bygone artifact",
"Medicine-t":"ACTION: Diagnosing and curing illnesses; brewing medicines; collecting healing herbs; treating wounds\nREACTION: Anticipating illnesses; recognizing dangerous substances\nCOMBINATION:\n >AGI+Dexterity: splinting fractures\n >INT+Science: knowing about pharmacy or epigenetics\n >INS+Survival: identifying medical herbs and using natural medicine",
"Science-t":"ACTION: Reading and writing; scientific knowledge; math knowledge; mixing explosives\nREACTION: Uncovering logical errors; gauging the strength of walls or doors; anticipating chemical reactions\nCOMBINATION:\n >AGI+Projectiles: assessing trajectories, finding the position of an assassin using the bullet hole\n >CHA+Expression: knowledge of linguistics and various dialects\n >INT+Engineering: structural engineering calculation\n >INS+Orienteering: logistics",
"Focus-t":"ACTION: Mental performance; meditation and concentration; overcoming doubts\nREACTION: Self-restraint; vanquishing fears; slowing down breath\nCOMBINATION:\n > INT+Medicine: highly complex surgeries\n >INT+Artifact lore: repairing highly complex artifacts\n >AGI+Projectiles: sharpshooter attack.",
"Cunning-t":"ACTION: Planning; improvisation; distraction\nREACTION: Recognizing an advantage; using subterfuge\nCOMBINATION:\n >INS+Orienteering: exploiting the terrain as well as possible",
"Deception-t":"ACTION: Pretending to be someone else, disguising one’s voice and appearance; forging documents and objects\nREACTION: Lies; bluffs\nCOMBINATION:\n >AGI+Crafting: creating forgeries\n >CHA+Leadership: posing as the leader of an unknown group",
"Domination-t":"ACTION: Intimidation; torture; terror; subjugation\nREACTION: Countering influences; implementing pecking order\nCOMBINATION:\n >CHA+Expression: roaring, battle cries\n >INS+Empathy: digging into others’ feelings and using them against them, shaking faith and will",
"Reaction-t":"ACTION: Taking the initiative; making quick attacks; surprising others\nREACTION: Sixth sense; noticing dangers\nCOMBINATION:\n >BOD+Brawl/Melee: surprise attacks, knife games\n >AGI+Projectiles: quick-drawing\n >AGI+Mobility: escaping a sprung trap",
"Faith-t":"ACTION: Religious knowledge; preaching; inspiring; making sacrifices; asceticism\nREACTION: Unmasking heresy; maintaining mental strength through the power of faith\nCOMBINATION:\n >PSY+Domination: the zealot\n >CHA+ Leadership: awaken fanaticism\n >INS+Empathy: making peace",
"Willpower-t":"ACTION: Self-conquest; tenacity; perseverance; austerity\nREACTION: Detecting superstition; repelling manipulation\nCOMBINATION:\n >PSY+Domination: asserting your will\n >BOD+Toughness: overcoming Trauma, ignoring pain",
"Empathy-t":"ACTION: Attuning to others; feigning friendship; assessing and manipulating group dynamics; psychology\nREACTION: Seeing the truth behind emotions; guessing the attitude and disposition of a counterpart\nCOMBINATION:\n >INT+Medicine: imparting salvation\n >CHA+Conduct: ingratiation",
"Orienteering-t":"ACTION: Finding someone or something in the country; drawing and reading maps; identifying way markers\nREACTION: Avoiding getting lost in dust storms or blizzards; blindly remembering the way when being abducted\nCOMBINATION:\n >AGI+Navigation: safe maneuvering\n >BOD+Athletics: exploring a target area",
"Perception-t":"ACTION: Finding objects or spotting hidden things (traps); eavesdropping at doors\nREACTION: Noticing sudden events in time; spotting ambushes; hearing or smelling stalking enemies\nCOMBINATION:\n >INS+Survival: looking for a haven\n >PSY+Reaction: sensing danger\n >CHA+Arts: recognizing forgeries",
"Survival-t":"ACTION: Hunting; gathering; tracking; eviscerating; building fires; setting traps\nREACTION: Sensing danger in wilderness (poisons, traps)\nCOMBINATION:\n >AGI+Crafting: setting traps\n >INT+Science: knowledge of flora and fauna",
"Taming-t":"ACTION: Calming creatures; mentally strengthening, influencing, and training them\nREACTION: Showing strength to an attacking animal and thus unsettling it\nCOMBINATION:\n >BOD+Force: wrestling down an enemy\n >AGI+Navigation: mounted combat, setting animals on enemies",
"Primal-t":"ACTION: Raging and intimidating enemies\nREACTION: Suppressing rational fears; following feral survival instincts in crisis situations\nCOMBINATION:\n >INS+Taming: pack pecking orders.",
"ATTRSkill-u":"ATTR & Skill"
}
+55 -19
View File
@@ -17,7 +17,7 @@
"Franka-u":"Franka",
"Pollen-u":"Pollen",
"Balkhan-u":"Balkhans",
"Hybrispania-u":"Hybrispania",
"Hybrispania-u":"Hybrispanie",
"Purgare-u":"Purgare",
"Africa-u":"Afrika",
"CONCEPT-u":"CONCEPT",
@@ -65,7 +65,7 @@
"Max-u":"Max",
"Actual-u":"Actuel",
"Combat-u":"Combat",
"ORIGINS-u":"ORIGINES",
"ORIGINS-u":"HISTORIQUE",
"Allies-u":"Alliés",
"Authority-u":"Autorité",
"Network-u":"Réseau",
@@ -80,16 +80,12 @@
"AttPtsRemain-u":"Points d'attributs à répartir :",
"SkillPtsRemain-u":"Points de compétences à répartir :",
"Attitude-u":"Orientation :",
"Primal-u":"Pulsions",
"Focus-u":"Concentration",
"Belief-u":"Croyance :",
"Faith-u":"Foi",
"Willpower-u":"Volonté",
"BODY-u":"PHYSIQUE",
"Athletics-u":"Athlétisme",
"Brawl-u":"Lutte",
"Force-u":"Force",
"Melee":"Corps à corps",
"Melee-u":"Corps à corps",
"Stamina-u":"Vigueur",
"Toughness-u":"Résistance",
"AGILITY-u":"AGILITÉ",
@@ -112,28 +108,21 @@
"Legends-u":"Légendes",
"Medicine-u":"Médecine",
"Science-u":"Science",
"Focus-u":"Concentration",
"PSYCHE-u":"PSYCHÉ",
"Cunning-u":"Ruse",
"Deception-u":"Tromperie",
"Domination-u":"Domination",
"Reaction-u":"Réactivité",
"Faith-u":"Foi",
"Willpower-u":"Volonté",
"INSTINCT-u":"INSTINCT",
"Empathy-u":"Empathie",
"Orienteering-u":"Orientation",
"Perception-u":"Perception",
"Survival-u":"Survie",
"Taming-u":"Dressage",
"SpecialTest-u":"Test spécial",
"ATTRIBUTE-u":"ATTRIBUT",
"SKILL-u":"COMPÉTENCE",
"SBODY-u":"-* PHYSIQUE *-",
"Melee-u":"Corps à corps",
"SAGILITY-u":"-* AGILITÉ *-",
"SCHARISMA-u":"-* CHARISME *-",
"SINTELLECT-u":"-* INTELLECT *-",
"Medecine-u":"Médecine",
"SPSYCHE-u":"-* PSYCHÉ *-",
"SINSTINCT-u":"-* INSTINCT *-",
"Primal-u":"Pulsions",
"POTENTIALS-u":"POTENTIELS",
"Potential-name-p":"Nom",
"Potential-Description-p":"Description",
@@ -266,5 +255,52 @@
"Dodge-emp-u":"esquive",
"PJRealName-u":"Joueur :",
"Attack-u":"attaque",
"Skill-u":"Compétence"
"Skill-u":"Compétence",
"putmaxcontamination-t":"Point de sporulation maximum",
"putcontamination-t":"Points de sporulation acquis",
"putpermcontamination-t":"Points de sporulation acquis définitivement",
"putmaxblessures-t":"Points de blessures maximum avant traumatisme",
"putblessures-t":"Points de blessures encaissés",
"putmaxtrauma-t":"Points de traumatisme maximum avant la mort",
"puttrauma-t":"Points de traumatisme encaissés",
"putmaxpoids-t":"Points d'encombrement maximum",
"putpoids-t":"Points d'encombrement au combat",
"putpoidsrepos-t":"Points d'encombrement actuel",
"Athletics-t":"ACTION : Course à pied, escalade, saut, nage, surmonter les obstacles, couvrir des distances\nRÉACTION : Réduire la relation temps/distance, retrouver l'équilibre, échapper à des situations dangereuses\nCOMBINAISON :\n > PHY + Vigueur : courrir ou nager sur une période prolongée",
"Brawl-t":"ACTION : Boxe, coups de pied, lancer, combat de rue\nRÉACTION : Quitter une bagarre, se libérer d'une étreinte\nCOMBINAISON :\n > PSY + Réactivité : désarmer",
"Force-t":"ACTION : Plier les grilles d'égouts, briser ses liens, coups de pied dans les portes, démontrer sa force (bras de fer)\nRÉACTION : Saisir quelqu'un, pousser contre une force opposée (bras de fer ou maintien d'une porte fermée)\nCOMBINAISON :\n > PSY + Domination : intimidation par la force",
"Melee-t":"ACTION : Utiliser des armes : hache, épée, marteau, club, couteau, etc...\nRÉACTION : Connaissance des faiblesses et des propriétés des différentes sortes d'armes de combat, mesurer la puissance de combat de l'ennemi\nCOMBINAISON :\n > PSY + Réactivité : désarmer un ennemi",
"Stamina-t":"ACTION : Traquer, plonger, marcher pendant des heures\nRÉACTION : Fuir, retenir son souffle, surmonter une maladie, l'empoisonnement et la fatigue, rester éveillé pendant plusieurs nuits de suite\nCOMBINAISON :\n > INS + Survie : harceler\n > PHY + Résistance : marche forcée",
"Toughness-t":"ACTION : Tester sa tolérance à la douleur\nRÉACTION : Régénération physique, résister aux douleurs et aux influences environnementales, endurer la torture\nCOMBINAISON :\n > INS + Survie : faire face à un froid ou une chaleur extrême",
"Crafting-t":"ACTION : Améliorer ou réparer des objets, cannibaliser des artefacts, ériger des défenses\nRÉACTION : Estimation de la valeur et de l'état des objets, trouver les points faibles d'un' bâtiment\nCOMBINAISON :\n > AGI + Dextérité ou CHA + Art : forger",
"Dexterity-t":"ACTION : Vol, crochetage de serrures avec des clés squelettes ou un fil, divers actuces (dés pipés, pièces de monnaie, jeux et cartes de tarot)\nRÉACTION : Garder vos mains stables, réceptionner des jets\nCOMBINAISON :\n > AGI + Artisanat : créer de meilleurs pièces mécaniques",
"Navigation-t":"ACTION : Equitation et maintien des animaux, piloter des véhicules ou des avions à moteur, naviguer des navires, tirer avec de l 'artillerie lourde\nRÉACTION : Jauger des trajectoires de freinage et d' accélération, juger de l'état d'un véhicule\nCOMBINAISON :\n > AGI + Mobilité : manœuvres spéciales (par exemple, attaquer ou esquiver)\n > INS + Dressage : amener une monture à sa performance maximale",
"Mobility-t":"ACTION : Course libre, sauter, esquiver, faire des acrobaties\nRÉACTION : Roi de l'évasion, nager dans ou contre une foule\nCOMBINAISON :\n> PHY + Lutte : se libérer d'une étreinte ou contrer une étreinte\n> AGI + Furtivité : se déplacer sans être vu",
"Projectiles-t":"ACTION : Projectiles utilise : arc, arbalète, mousquet de juge, brûleur d'âme, fusil fongicide, arme à feu, etc.., Maintenance des armes\nRÉACTION : Jauger la portée et les caractéristiques des projectiles, mesurer une distanc, trouver un couvert\nCOMBINAISON :\n > AGI + Mobilité : jeter précisément une grenade\n > AGI + Navigation : combat à distance monté, tir d'un véhicule en mouvement",
"Stealth-t":"ACTION : Se cacher, cacher des objets, traquer, se faufiler, se camoufler\nRÉACTION : Mesure d'un niveau sonore, contrôle du rythme cardiaque et de la respiration, feindre la mort, se mettre hors de vue\nCOMBINAISON :\n > PHY + Lutte / CàC : attaque furtive\n > PSY + Domination : répandre discrètement la peur et la superstition",
"Arts-t":"ACTION : Danser, jouer de la musique, peindre, tirer les tarots, écrire de la poésie, faire un récit, sculpter\nRÉACTION : Jugements esthétiques, estimer\nCOMBINAISON :\n > AGI + Artisanat : augmenter la valeur d'un objet en l'embellissant",
"Conduct-t":"ACTION : Choisir les mots appropriés, connaître les traditions, les rituels et les coutumes et agir en conséquence\nRÉACTION : Eviter l'attention, voir et évaluer la réaction d'un autre à une action ou à une déclaration dans un contexte culturel\nCOMBINATION :\n > CHA + Art : Choisir le bon cadeau ou un droit de tax approprié\n > CHA + Expression : faire l'éloge de quelqu'un",
"Expression-t":"ACTION : Langage corporel, art oratoire, enseignement\nRÉACTION : Communiquer par la gestuelle, lire les expressions faciales\nCOMBINATION :\n > CHA + Art : Chanter et danser",
"Leadership-t":"ACTION : Encourager, faire de la propagande, mener des groupes\nRÉACTION : Renforcer le moral, éviter les mutineries\nCOMBINAISON :\n > PHY + CàC ou AGI + Projectiles : formation au combat et tactique\n > AGI + Navigation : élevage",
"Negociation-t":"ACTION : Diplomatie, marchandage, persuasion, rédaction de contrats\nRÉACTION : Retors; Reconnaître les contrats oppressifs\nCOMBINAISON :\n > CHA + Expression : maximiser les profits\n > PSY + Tromperie : vendre de la poussière rouge à des nomades Stukov",
"Seduction-t":"ACTION : Séduire, flirter, jouer des tours, prélever des informations\nRÉACTION : Contrer la séduction, résister à la flatterie, reconnaitre et contrer les actuces de séduction\nCOMBINAISON :\n > CHA + Expression : fasciner les autres\n > PSY + Domination : persuader les autres de dépendances",
"Artefact-t":"ACTION : Utiliser, réparer et modifier des artefacts\nRÉACTION : Identifier les artefacts, reconnaître le sens et le contexte, juger de la valeur\nCOMBINAISON :\n > INT + Technologie : réveiller ou améliorer des artefacts",
"Engineering-t":"ACTION : Comprendre les mécanismes et leur manipulation, mise à niveau des équipements de haute technologie\nRÉACTION : Identifier le niveau technologique, reconnaître les dommages ou les points faibles (dans les véhicules, AMSUMOs)\nCOMBINAISON :\n > INT + Légendes : réparer les processus technologiques perdus\nSPECIALITE : Améliorer l'équipement high-tech; La contrepartie moderne de AGI + Artisanat",
"Legends-t":"ACTION : Les connaissances sur l'histoire des Cultures et des Cultes, les connaissances sur les inventions, les villes connues et oubliées, la connaissance des signes et allégories anciens, la connaissance des histoires anciennes\nRÉACTION : Jauger la chance, évaluer les développements historiques et les réactions des cultes\nCOMBINAISON :\n > INS + Orientation : recherche d'artefacts\n > PHY + CàC : connaissances sur les grandes batailles\n > CHA + Commandement : convoquer les fantômes du passé\n > INT + Artefacts : reconnaître le fonctionnement de l'artefact transhumain connu",
"Medicine-t":"ACTION : Diagnostiquer et guérir les maladies, préparer des breuvages, recueillir des herbes curatives, traiter des blessures\nRÉACTION : Anticiper les maladies, reconnaitre les substances dangereuses\nCOMBINAISON :\n > AGI + Dextérité : poser une atelle sur une fracture\n > INT + Science : connaître la pharmacologie ou l'épigénétique\n > INS + Survie : identifier les plantes médicinales et utiliser la médecine naturelle",
"Science-t":"ACTION : Lecture et écriture, savoir scientifique, connaissances mathématiques, préparer des explosifs\nRÉACTION : Découvrir des erreurs logiques, mesurer la solidité des murs ou des portes, anticiper les réactions chimiques\nCOMBINAISON :\n > AGI + Projectiles : évaluer les trajectoires, trouver la position d'un assassin à l'aide de l'impact d'une balle\n > CHA + Expression : connaissance de la linguistique et de divers dialectes\n > INT + Technologie : calcul d'ingénierie de structure\n > INS + Orientation : logistique",
"Focus-t":"ACTION : Performance mentale, méditater et se concentrater, surmonter ses doutes\nRÉACTION : Self-contrôle, vaincre ses craintes, ralentir son souffle\nCOMBINAISON :\n > INT + Médecine : chirurgie très complexe\n > INT + Artefacts : réparer des artefacts hautement complexes\n > AGI + Projectiles : attaque d'un tireur d'élite",
"Cunning-t":"ACTION : Etablir un plan d'action, improviser, distraire\nRÉACTION : Reconnaître un avantage, user de subterfuges\nCOMBINAISON :\n > INS + Orientation : exploiter le terrain à son avantage",
"Deception-t":"ACTION : Faire semblant d'être quelqu'un d'autre, déguiser sa voix et son apparence, falcifier des documents et des objets\nRÉACTION : Mentir, bluffer\nCOMBINAISON :\n > AGI + Artisanat : création de faux\n > CHA + Commandement : se poser comme le leader d'un groupe inconnu",
"Domination-t":"ACTION : Intimider, torturer, terroriser, subjuguer\nRÉACTION : Contrer les influences, instaurer une hiérarchie\nCOMBINAISON :\n > CHA + Expression : rugir, émettre un cri de bataille\n > INS + Empathie : ressentir les sentiments des autres et les utiliser contre eux, secouer la foi et la volonté",
"Reaction-t":"ACTION : Prendre l'initiative, attaquer rapidement, surprendre les autres\nRÉACTION : Sixième sens, remarquer les dangers\nCOMBINAISON :\n > PHY + Lutte / CàC : attaques surprises, jeux de couteaux\n > AGI + Projectiles : tir rapide\n > AGI + Mobilité : échapper qu déclenchement d'un piège",
"Faith-t":"ACTION : Connaissances religieuses, prêcher, inspirer, faire des sacrifices, ascétisme\nRÉACTION : Démasquer l'hérésie, maintenir la force mentale par le pouvoir de la foi\nCOMBINAISON :\n > PSY + Domination : le zélote\n > CHA + Commandement : instiller le fanatisme\n > INS + Empathie : faire la paix",
"Willpower-t":"ACTION : Conquête de soi, ténacité, persévérance, austérité\nRÉACTION : Détecter une superstition, repousser la manipulation\nCOMBINAISON :\n > PSY + Domination : affirmer sa volonté\n > PHY+ Résistance : surmonter un traumatisme, ignorer la douleur",
"Empathy-t":"ACTION : S'harmoniser avec les autres, feindre l'amitié, évaluer et manipuler la dynamique de groupe, psychologie\nRÉACTION : Voir la vérité derrière les émotions, deviner l'attitude et la disposition d'une contrepartie\nCOMBINAISON :\n > INT + Médecine : communiquer le salut avant le repos éternel\n > CHA + Considération : ingratiation",
"Orienteering-t":"ACTION : Trouver quelqu'un ou quelque chose dans le pays, dessiner et lire des cartes, identifier les repères de route\nRÉACTION : Eviter de se perdre dans les tempêtes de poussière ou les blizzards, se souvenir aveuglément de la manière d'être enlevée\nCOMBINAISON :\n > AGI + Navigation : manœuvrer précautionneusement\n > PHY + Athlétisme : explorer une zone précise",
"Perception-t":"ACTION : Trouver des objets ou repérer des choses cachées (pièges), Ecouter aux portes\nRÉACTION : Noter les événements dans le temps, repérer les embuscades, entendre ou sentir les ennemis cachés\nCOMBINAISON :\n > INS + Survie : Rechercher un havre de paix\n > PSY + Réactivité : détection du danger\n > CHA + Art : reconnaitre des faux",
"Survival-t":"ACTION : Chasser, faire la ceuillette, traquer, éviscérer, faire un feu, poser des pièges\nRÉACTION : Percevoir du danger en milieu sauvage (poisons, pièges)\nCOMBINAISON :\n > AGI + Artisanat : fabriquer un piège\n > INT + Science : connaissances de la flore et de la faune",
"Taming-t":"ACTION : Apaiser une créature, Renforcer mentallement une créature en les influençant et en les formant\nRÉACTION : Faire une démonstration de force envers un attaquant afin de le troubler\nCOMBINAISON :\n > PHY + Force : lutter contre un ennemi\n > AGI + Navigation : combat monté, jeter des animaux sur les ennemis",
"Primal-t":"ACTION : Se déchainer et intimider les ennemis\nRÉACTION : Supprimer les peurs rationnelles, suivre son instinct de survie dans des situations de crise\nCOMBINAISON :\n > INS + Dressage : contrôler la meute",
"ATTRSkill-u":"ATTR & Comp"
}
+53 -17
View File
@@ -80,16 +80,12 @@
"AttPtsRemain-u":"Attribute points remaining :",
"SkillPtsRemain-u":"Skill points remaining :",
"Attitude-u":"Attitude :",
"Primal-u":"Primal",
"Focus-u":"Focus",
"Belief-u":"Belief :",
"Faith-u":"Faith",
"Willpower-u":"Willpower",
"BODY-u":"BODY",
"Athletics-u":"Athletics",
"Brawl-u":"Brawl",
"Force-u":"Force",
"Melee":"Melee",
"Melee-u":"Melee",
"Stamina-u":"Stamina",
"Toughness-u":"Toughness",
"AGILITY-u":"AGILITY",
@@ -112,28 +108,21 @@
"Legends-u":"Legends",
"Medicine-u":"Medicine",
"Science-u":"Science",
"Focus-u":"Focus",
"PSYCHE-u":"PSYCHE",
"Cunning-u":"Cunning",
"Deception-u":"Deception",
"Domination-u":"Domination",
"Reaction-u":"Reaction",
"Faith-u":"Faith",
"Willpower-u":"Willpower",
"INSTINCT-u":"INSTINCT",
"Empathy-u":"Empathy",
"Orienteering-u":"Orienteering",
"Perception-u":"Perception",
"Survival-u":"Survival",
"Taming-u":"Taming",
"SpecialTest-u":"Special test ",
"ATTRIBUTE-u":"ATTRIBUTE",
"SKILL-u":"SKILL",
"SBODY-u":"-* BODY *-",
"Melee-u":"Melee",
"SAGILITY-u":"-* AGILITY *-",
"SCHARISMA-u":"-* CHARISMA *-",
"SINTELLECT-u":"-* INTELLECT *-",
"Medecine-u":"Medicine",
"SPSYCHE-u":"-* PSYCHE *-",
"SINSTINCT-u":"-* INSTINCT *-",
"Primal-u":"Primal",
"POTENTIALS-u":"POTENTIALS",
"Potential-name-p":"Name",
"Potential-Description-p":"Description",
@@ -266,5 +255,52 @@
"Dodge-emp-u":"dodges",
"PJRealName-u":"Player :",
"Attack-u":"attacks",
"Skill-u":"Skill"
"Skill-u":"Skill",
"putmaxcontamination-t":"Maximum contamination points",
"putcontamination-t":"Actual contamination points",
"putpermcontamination-t":"Permanent contamination points",
"putmaxblessures-t":"Maximum wounds points",
"putblessures-t":"Acutal wounds points",
"putmaxtrauma-t":"Maximum trama points",
"puttrauma-t":"Actual trauma points",
"putmaxpoids-t":"Maximum weight points",
"putpoids-t":"Weight points in battle",
"putpoidsrepos-t":"Actual weight points",
"Athletics-t":"ACTION: Running; climbing; jumping; swimming; overcoming obstacles; covering distances\nREACTION: Gauging time / distance relation; regaining balance; escaping from dangerous situations\nCOMBINATION:\n >BOD+Stamina: jogging or prolonged swimming",
"Brawl-t":"ACTION: Boxing; kicking; throwing; pit fighting\nREACTION: Quitting a brawl; breaking strangleholds\nCOMBINATION:\n >PSY+Reaction: disarm",
"Force-t":"ACTION: Bending up sewer grates; breaking chains; kicking in doors; showing strength (arm wrestling)\nREACTION: Holding someone; pushing against an opposing force (arm wrestling or keeping a door closed)\nCOMBINATION:\n >PSY+Domination: intimidation by force",
"Melee-t":"ACTION: Using weapons: axe, sword, hammer, club, knife, Splayer, etc.\nREACTION: Knowledge about weaknesses and properties of various sorts of weapons in combat; gauging the enemy’s combat power\nCOMBINATION:\n >PSY+Reaction: disarming an enemy",
"Stamina-t":"ACTION: Tracking; diving; marching for hours\nREACTION: Fleeing; holding your breath; overcoming illness, poisoning, and weariness; standing guard for several nights in a row\nCOMBINATION:\n >INS+Survival: hounding\n >BOD+Toughness: forced march",
"Toughness-t":"ACTION: Impressing with pain tolerance\nREACTION: Physical regeneration; withstanding pain and environmental influences; enduring torture\nCOMBINATION:\n >INS+Survival: facing extreme cold or heat",
"Crafting-t":"ACTION: Enhancing or repairing gear; cannibalizing artifacts; erecting defenses\nREACTION: Estimating the value and condition of things; finding weak spots in a building\nCOMBINATION:\n >AGI+Dexterity or CHA+Arts: forging",
"Dexterity-t":"ACTION: Stealing; lock picking with skeleton keys or wire; various tricks (loaded dice, coins, thimblerig, gaming, and tarot cards)\nREACTION: Keeping your hands steady; catching throws\nCOMBINATION:\n >AGI+Crafting: creating the finest mechanics",
"Navigation-t":"ACTION: Riding and animal handling; piloting motored vehicles or planes; navigating ships; aligning heavy artillery\nREACTION: gauging braking and acceleration paths; judging the condition of a vehicle\nCOMBINATION:\n >AGI+Mobility: special maneuvers (e.g. attacking or dodging)\n >INS+Taming: spur a steed to maximum performance",
"Mobility-t":"ACTION: Free running; jumping; dodging; acrobatics\nREACTION: Escape artist; swimming with or against the tide of a crowd\nCOMBINATION:\n >BOD+Brawl: freeing yourself from a clinch or countering strangleholds\n > AGI+Stealth: moving unseen",
"Projectiles-t":"ACTION: Projectiles use: bow, crossbow, Judges’ Musket, Soul Burner, Fungicide Rifle, blowgun, Spitfire, etc; weapons maintenance\nREACTION: Gauging range and characteristics of Projectiles; gauging distance; finding cover\nCOMBINATION:\n >AGI+Mobility: precisely throwing a grenade\n > AGI+Navigation: mounted ranged combat, shooting from a moving vehicle",
"Stealth-t":"ACTION: Hiding; hiding objects; stalking; sneaking; camouflage\nREACTION: gauging a level of sound; controlling heartbeat and breath; feigning death; ducking out of sight\nCOMBINATION:\n >BOD+Brawl/Melee: sneak attack\n >PSY+Domination: secretly fanning fear and superstition",
"Arts-t":"ACTION: Dancing; playing music; painting; tarot reading; writing poetry; storytelling; sculpting\nREACTION: Esthetical judgments; appraisals\nCOMBINATION:\n >AGI+Crafting: raising an object’s value by embellishing it",
"Conduct-t":"ACTION: Choosing appropriate words; knowing traditions, rituals, and customs and acting accordingly\nREACTION: Avoiding attention; seeing and evaluating another’s reaction to an action or a statement in a cultural context\nCOMBINATION:\n >CHA+Arts: Choosing the right gift or an appropriate toll\n >CHA+Expression: praising someone",
"Expression-t":"ACTION: Body language; public speaking; teaching\nREACTION: Giving hand signs; reading facial expressions\nCOMBINATION:\n >CHA+Arts: Singing and dancing",
"Leadership-t":"ACTION: Encouragement; propaganda; leading groups\nREACTION: Bolstering morale; avoiding mutinies\nCOMBINATION:\n >BOD+Melee or AGI+Projectiles: combatformations and tactical considerations\n >AGI+Navigation:herding",
"Negociation-t":"ACTION: Diplomacy; haggling; persuasion; drawing up contracts\nREACTION: Retorts; recognizing oppressive contracts\nCOMBINATION:\n >CHA+Expression: maximum profit\n >PSY+Deception: selling red dust to Stukov Nomads",
"Seduction-t":"ACTION: Seducing; flirting; turning tricks; pumping others for information\nREACTION: Counter-flirting; resistance against flattery; recognizing and countering seductive tricks\nCOMBINATION:\n >CHA+Expression: fascinating others\n >PSY+Domination: persuading others of dependencies",
"Artefact-t":"ACTION: Using, repairing and modifying artifacts\nREACTION: Identifying artifacts; recognizing meaning and context; gauging worth\nCOMBINATION:\n >INT+Engineering: awakening or expanding artifacts",
"Engineering-t":"ACTION: Understanding and manipulating mechanisms; upgrading high-tech equipment\nREACTION: Identifying technology; recognizing damages or weak spots (in vehicles, AMSUMOs)\nCOMBINATION:\n >INT+Legends: reconstructing lost technological processes\nSPECIALTY: improving high-tech equipment; the modern counterpart to >AGI+Crafting",
"Legends-t":"ACTION: Knowledge about the history of the Cultures and Cults; knowledge about inventions, the Primer, and cities both known and forgotten; knowledge about ancient signs and allegories; knowledge of old stories\nREACTION: Gauging chance; evaluating historical developments and the reactions of the Cults\nCOMBINATION:\n >INS+Orienteering: finding artifacts\n >BOD+Melee: revealing knowledge about the great battles\n >CHA+Leadership: summoning the ghost of the past\n >INT+Artifact lore: recognizing the workings of the known Bygone artifact",
"Medicine-t":"ACTION: Diagnosing and curing illnesses; brewing medicines; collecting healing herbs; treating wounds\nREACTION: Anticipating illnesses; recognizing dangerous substances\nCOMBINATION:\n >AGI+Dexterity: splinting fractures\n >INT+Science: knowing about pharmacy or epigenetics\n >INS+Survival: identifying medical herbs and using natural medicine",
"Science-t":"ACTION: Reading and writing; scientific knowledge; math knowledge; mixing explosives\nREACTION: Uncovering logical errors; gauging the strength of walls or doors; anticipating chemical reactions\nCOMBINATION:\n >AGI+Projectiles: assessing trajectories, finding the position of an assassin using the bullet hole\n >CHA+Expression: knowledge of linguistics and various dialects\n >INT+Engineering: structural engineering calculation\n >INS+Orienteering: logistics",
"Focus-t":"ACTION: Mental performance; meditation and concentration; overcoming doubts\nREACTION: Self-restraint; vanquishing fears; slowing down breath\nCOMBINATION:\n > INT+Medicine: highly complex surgeries\n >INT+Artifact lore: repairing highly complex artifacts\n >AGI+Projectiles: sharpshooter attack.",
"Cunning-t":"ACTION: Planning; improvisation; distraction\nREACTION: Recognizing an advantage; using subterfuge\nCOMBINATION:\n >INS+Orienteering: exploiting the terrain as well as possible",
"Deception-t":"ACTION: Pretending to be someone else, disguising one’s voice and appearance; forging documents and objects\nREACTION: Lies; bluffs\nCOMBINATION:\n >AGI+Crafting: creating forgeries\n >CHA+Leadership: posing as the leader of an unknown group",
"Domination-t":"ACTION: Intimidation; torture; terror; subjugation\nREACTION: Countering influences; implementing pecking order\nCOMBINATION:\n >CHA+Expression: roaring, battle cries\n >INS+Empathy: digging into others’ feelings and using them against them, shaking faith and will",
"Reaction-t":"ACTION: Taking the initiative; making quick attacks; surprising others\nREACTION: Sixth sense; noticing dangers\nCOMBINATION:\n >BOD+Brawl/Melee: surprise attacks, knife games\n >AGI+Projectiles: quick-drawing\n >AGI+Mobility: escaping a sprung trap",
"Faith-t":"ACTION: Religious knowledge; preaching; inspiring; making sacrifices; asceticism\nREACTION: Unmasking heresy; maintaining mental strength through the power of faith\nCOMBINATION:\n >PSY+Domination: the zealot\n >CHA+ Leadership: awaken fanaticism\n >INS+Empathy: making peace",
"Willpower-t":"ACTION: Self-conquest; tenacity; perseverance; austerity\nREACTION: Detecting superstition; repelling manipulation\nCOMBINATION:\n >PSY+Domination: asserting your will\n >BOD+Toughness: overcoming Trauma, ignoring pain",
"Empathy-t":"ACTION: Attuning to others; feigning friendship; assessing and manipulating group dynamics; psychology\nREACTION: Seeing the truth behind emotions; guessing the attitude and disposition of a counterpart\nCOMBINATION:\n >INT+Medicine: imparting salvation\n >CHA+Conduct: ingratiation",
"Orienteering-t":"ACTION: Finding someone or something in the country; drawing and reading maps; identifying way markers\nREACTION: Avoiding getting lost in dust storms or blizzards; blindly remembering the way when being abducted\nCOMBINATION:\n >AGI+Navigation: safe maneuvering\n >BOD+Athletics: exploring a target area",
"Perception-t":"ACTION: Finding objects or spotting hidden things (traps); eavesdropping at doors\nREACTION: Noticing sudden events in time; spotting ambushes; hearing or smelling stalking enemies\nCOMBINATION:\n >INS+Survival: looking for a haven\n >PSY+Reaction: sensing danger\n >CHA+Arts: recognizing forgeries",
"Survival-t":"ACTION: Hunting; gathering; tracking; eviscerating; building fires; setting traps\nREACTION: Sensing danger in wilderness (poisons, traps)\nCOMBINATION:\n >AGI+Crafting: setting traps\n >INT+Science: knowledge of flora and fauna",
"Taming-t":"ACTION: Calming creatures; mentally strengthening, influencing, and training them\nREACTION: Showing strength to an attacking animal and thus unsettling it\nCOMBINATION:\n >BOD+Force: wrestling down an enemy\n >AGI+Navigation: mounted combat, setting animals on enemies",
"Primal-t":"ACTION: Raging and intimidating enemies\nREACTION: Suppressing rational fears; following feral survival instincts in crisis situations\nCOMBINATION:\n >INS+Taming: pack pecking orders.",
"ATTRSkill-u":"ATTR & Skill"
}
+53 -17
View File
@@ -80,16 +80,12 @@
"AttPtsRemain-u":"Attribute points remaining :",
"SkillPtsRemain-u":"Skill points remaining :",
"Attitude-u":"Attitude :",
"Primal-u":"Primal",
"Focus-u":"Focus",
"Belief-u":"Belief :",
"Faith-u":"Faith",
"Willpower-u":"Willpower",
"BODY-u":"BODY",
"Athletics-u":"Athletics",
"Brawl-u":"Brawl",
"Force-u":"Force",
"Melee":"Melee",
"Melee-u":"Melee",
"Stamina-u":"Stamina",
"Toughness-u":"Toughness",
"AGILITY-u":"AGILITY",
@@ -112,28 +108,21 @@
"Legends-u":"Legends",
"Medicine-u":"Medicine",
"Science-u":"Science",
"Focus-u":"Focus",
"PSYCHE-u":"PSYCHE",
"Cunning-u":"Cunning",
"Deception-u":"Deception",
"Domination-u":"Domination",
"Reaction-u":"Reaction",
"Faith-u":"Faith",
"Willpower-u":"Willpower",
"INSTINCT-u":"INSTINCT",
"Empathy-u":"Empathy",
"Orienteering-u":"Orienteering",
"Perception-u":"Perception",
"Survival-u":"Survival",
"Taming-u":"Taming",
"SpecialTest-u":"Special test ",
"ATTRIBUTE-u":"ATTRIBUTE",
"SKILL-u":"SKILL",
"SBODY-u":"-* BODY *-",
"Melee-u":"Melee",
"SAGILITY-u":"-* AGILITY *-",
"SCHARISMA-u":"-* CHARISMA *-",
"SINTELLECT-u":"-* INTELLECT *-",
"Medecine-u":"Medicine",
"SPSYCHE-u":"-* PSYCHE *-",
"SINSTINCT-u":"-* INSTINCT *-",
"Primal-u":"Primal",
"POTENTIALS-u":"POTENTIALS",
"Potential-name-p":"Name",
"Potential-Description-p":"Description",
@@ -266,5 +255,52 @@
"Dodge-emp-u":"dodges",
"PJRealName-u":"Player :",
"Attack-u":"attacks",
"Skill-u":"Skill"
"Skill-u":"Skill",
"putmaxcontamination-t":"Maximum contamination points",
"putcontamination-t":"Actual contamination points",
"putpermcontamination-t":"Permanent contamination points",
"putmaxblessures-t":"Maximum wounds points",
"putblessures-t":"Acutal wounds points",
"putmaxtrauma-t":"Maximum trama points",
"puttrauma-t":"Actual trauma points",
"putmaxpoids-t":"Maximum weight points",
"putpoids-t":"Weight points in battle",
"putpoidsrepos-t":"Actual weight points",
"Athletics-t":"ACTION: Running; climbing; jumping; swimming; overcoming obstacles; covering distances\nREACTION: Gauging time / distance relation; regaining balance; escaping from dangerous situations\nCOMBINATION:\n >BOD+Stamina: jogging or prolonged swimming",
"Brawl-t":"ACTION: Boxing; kicking; throwing; pit fighting\nREACTION: Quitting a brawl; breaking strangleholds\nCOMBINATION:\n >PSY+Reaction: disarm",
"Force-t":"ACTION: Bending up sewer grates; breaking chains; kicking in doors; showing strength (arm wrestling)\nREACTION: Holding someone; pushing against an opposing force (arm wrestling or keeping a door closed)\nCOMBINATION:\n >PSY+Domination: intimidation by force",
"Melee-t":"ACTION: Using weapons: axe, sword, hammer, club, knife, Splayer, etc.\nREACTION: Knowledge about weaknesses and properties of various sorts of weapons in combat; gauging the enemy’s combat power\nCOMBINATION:\n >PSY+Reaction: disarming an enemy",
"Stamina-t":"ACTION: Tracking; diving; marching for hours\nREACTION: Fleeing; holding your breath; overcoming illness, poisoning, and weariness; standing guard for several nights in a row\nCOMBINATION:\n >INS+Survival: hounding\n >BOD+Toughness: forced march",
"Toughness-t":"ACTION: Impressing with pain tolerance\nREACTION: Physical regeneration; withstanding pain and environmental influences; enduring torture\nCOMBINATION:\n >INS+Survival: facing extreme cold or heat",
"Crafting-t":"ACTION: Enhancing or repairing gear; cannibalizing artifacts; erecting defenses\nREACTION: Estimating the value and condition of things; finding weak spots in a building\nCOMBINATION:\n >AGI+Dexterity or CHA+Arts: forging",
"Dexterity-t":"ACTION: Stealing; lock picking with skeleton keys or wire; various tricks (loaded dice, coins, thimblerig, gaming, and tarot cards)\nREACTION: Keeping your hands steady; catching throws\nCOMBINATION:\n >AGI+Crafting: creating the finest mechanics",
"Navigation-t":"ACTION: Riding and animal handling; piloting motored vehicles or planes; navigating ships; aligning heavy artillery\nREACTION: gauging braking and acceleration paths; judging the condition of a vehicle\nCOMBINATION:\n >AGI+Mobility: special maneuvers (e.g. attacking or dodging)\n >INS+Taming: spur a steed to maximum performance",
"Mobility-t":"ACTION: Free running; jumping; dodging; acrobatics\nREACTION: Escape artist; swimming with or against the tide of a crowd\nCOMBINATION:\n >BOD+Brawl: freeing yourself from a clinch or countering strangleholds\n > AGI+Stealth: moving unseen",
"Projectiles-t":"ACTION: Projectiles use: bow, crossbow, Judges’ Musket, Soul Burner, Fungicide Rifle, blowgun, Spitfire, etc; weapons maintenance\nREACTION: Gauging range and characteristics of Projectiles; gauging distance; finding cover\nCOMBINATION:\n >AGI+Mobility: precisely throwing a grenade\n > AGI+Navigation: mounted ranged combat, shooting from a moving vehicle",
"Stealth-t":"ACTION: Hiding; hiding objects; stalking; sneaking; camouflage\nREACTION: gauging a level of sound; controlling heartbeat and breath; feigning death; ducking out of sight\nCOMBINATION:\n >BOD+Brawl/Melee: sneak attack\n >PSY+Domination: secretly fanning fear and superstition",
"Arts-t":"ACTION: Dancing; playing music; painting; tarot reading; writing poetry; storytelling; sculpting\nREACTION: Esthetical judgments; appraisals\nCOMBINATION:\n >AGI+Crafting: raising an object’s value by embellishing it",
"Conduct-t":"ACTION: Choosing appropriate words; knowing traditions, rituals, and customs and acting accordingly\nREACTION: Avoiding attention; seeing and evaluating another’s reaction to an action or a statement in a cultural context\nCOMBINATION:\n >CHA+Arts: Choosing the right gift or an appropriate toll\n >CHA+Expression: praising someone",
"Expression-t":"ACTION: Body language; public speaking; teaching\nREACTION: Giving hand signs; reading facial expressions\nCOMBINATION:\n >CHA+Arts: Singing and dancing",
"Leadership-t":"ACTION: Encouragement; propaganda; leading groups\nREACTION: Bolstering morale; avoiding mutinies\nCOMBINATION:\n >BOD+Melee or AGI+Projectiles: combatformations and tactical considerations\n >AGI+Navigation:herding",
"Negociation-t":"ACTION: Diplomacy; haggling; persuasion; drawing up contracts\nREACTION: Retorts; recognizing oppressive contracts\nCOMBINATION:\n >CHA+Expression: maximum profit\n >PSY+Deception: selling red dust to Stukov Nomads",
"Seduction-t":"ACTION: Seducing; flirting; turning tricks; pumping others for information\nREACTION: Counter-flirting; resistance against flattery; recognizing and countering seductive tricks\nCOMBINATION:\n >CHA+Expression: fascinating others\n >PSY+Domination: persuading others of dependencies",
"Artefact-t":"ACTION: Using, repairing and modifying artifacts\nREACTION: Identifying artifacts; recognizing meaning and context; gauging worth\nCOMBINATION:\n >INT+Engineering: awakening or expanding artifacts",
"Engineering-t":"ACTION: Understanding and manipulating mechanisms; upgrading high-tech equipment\nREACTION: Identifying technology; recognizing damages or weak spots (in vehicles, AMSUMOs)\nCOMBINATION:\n >INT+Legends: reconstructing lost technological processes\nSPECIALTY: improving high-tech equipment; the modern counterpart to >AGI+Crafting",
"Legends-t":"ACTION: Knowledge about the history of the Cultures and Cults; knowledge about inventions, the Primer, and cities both known and forgotten; knowledge about ancient signs and allegories; knowledge of old stories\nREACTION: Gauging chance; evaluating historical developments and the reactions of the Cults\nCOMBINATION:\n >INS+Orienteering: finding artifacts\n >BOD+Melee: revealing knowledge about the great battles\n >CHA+Leadership: summoning the ghost of the past\n >INT+Artifact lore: recognizing the workings of the known Bygone artifact",
"Medicine-t":"ACTION: Diagnosing and curing illnesses; brewing medicines; collecting healing herbs; treating wounds\nREACTION: Anticipating illnesses; recognizing dangerous substances\nCOMBINATION:\n >AGI+Dexterity: splinting fractures\n >INT+Science: knowing about pharmacy or epigenetics\n >INS+Survival: identifying medical herbs and using natural medicine",
"Science-t":"ACTION: Reading and writing; scientific knowledge; math knowledge; mixing explosives\nREACTION: Uncovering logical errors; gauging the strength of walls or doors; anticipating chemical reactions\nCOMBINATION:\n >AGI+Projectiles: assessing trajectories, finding the position of an assassin using the bullet hole\n >CHA+Expression: knowledge of linguistics and various dialects\n >INT+Engineering: structural engineering calculation\n >INS+Orienteering: logistics",
"Focus-t":"ACTION: Mental performance; meditation and concentration; overcoming doubts\nREACTION: Self-restraint; vanquishing fears; slowing down breath\nCOMBINATION:\n > INT+Medicine: highly complex surgeries\n >INT+Artifact lore: repairing highly complex artifacts\n >AGI+Projectiles: sharpshooter attack.",
"Cunning-t":"ACTION: Planning; improvisation; distraction\nREACTION: Recognizing an advantage; using subterfuge\nCOMBINATION:\n >INS+Orienteering: exploiting the terrain as well as possible",
"Deception-t":"ACTION: Pretending to be someone else, disguising one’s voice and appearance; forging documents and objects\nREACTION: Lies; bluffs\nCOMBINATION:\n >AGI+Crafting: creating forgeries\n >CHA+Leadership: posing as the leader of an unknown group",
"Domination-t":"ACTION: Intimidation; torture; terror; subjugation\nREACTION: Countering influences; implementing pecking order\nCOMBINATION:\n >CHA+Expression: roaring, battle cries\n >INS+Empathy: digging into others’ feelings and using them against them, shaking faith and will",
"Reaction-t":"ACTION: Taking the initiative; making quick attacks; surprising others\nREACTION: Sixth sense; noticing dangers\nCOMBINATION:\n >BOD+Brawl/Melee: surprise attacks, knife games\n >AGI+Projectiles: quick-drawing\n >AGI+Mobility: escaping a sprung trap",
"Faith-t":"ACTION: Religious knowledge; preaching; inspiring; making sacrifices; asceticism\nREACTION: Unmasking heresy; maintaining mental strength through the power of faith\nCOMBINATION:\n >PSY+Domination: the zealot\n >CHA+ Leadership: awaken fanaticism\n >INS+Empathy: making peace",
"Willpower-t":"ACTION: Self-conquest; tenacity; perseverance; austerity\nREACTION: Detecting superstition; repelling manipulation\nCOMBINATION:\n >PSY+Domination: asserting your will\n >BOD+Toughness: overcoming Trauma, ignoring pain",
"Empathy-t":"ACTION: Attuning to others; feigning friendship; assessing and manipulating group dynamics; psychology\nREACTION: Seeing the truth behind emotions; guessing the attitude and disposition of a counterpart\nCOMBINATION:\n >INT+Medicine: imparting salvation\n >CHA+Conduct: ingratiation",
"Orienteering-t":"ACTION: Finding someone or something in the country; drawing and reading maps; identifying way markers\nREACTION: Avoiding getting lost in dust storms or blizzards; blindly remembering the way when being abducted\nCOMBINATION:\n >AGI+Navigation: safe maneuvering\n >BOD+Athletics: exploring a target area",
"Perception-t":"ACTION: Finding objects or spotting hidden things (traps); eavesdropping at doors\nREACTION: Noticing sudden events in time; spotting ambushes; hearing or smelling stalking enemies\nCOMBINATION:\n >INS+Survival: looking for a haven\n >PSY+Reaction: sensing danger\n >CHA+Arts: recognizing forgeries",
"Survival-t":"ACTION: Hunting; gathering; tracking; eviscerating; building fires; setting traps\nREACTION: Sensing danger in wilderness (poisons, traps)\nCOMBINATION:\n >AGI+Crafting: setting traps\n >INT+Science: knowledge of flora and fauna",
"Taming-t":"ACTION: Calming creatures; mentally strengthening, influencing, and training them\nREACTION: Showing strength to an attacking animal and thus unsettling it\nCOMBINATION:\n >BOD+Force: wrestling down an enemy\n >AGI+Navigation: mounted combat, setting animals on enemies",
"Primal-t":"ACTION: Raging and intimidating enemies\nREACTION: Suppressing rational fears; following feral survival instincts in crisis situations\nCOMBINATION:\n >INS+Taming: pack pecking orders.",
"ATTRSkill-u":"ATTR & Skill"
}
+53 -17
View File
@@ -80,16 +80,12 @@
"AttPtsRemain-u":"Attribute points remaining :",
"SkillPtsRemain-u":"Skill points remaining :",
"Attitude-u":"Attitude :",
"Primal-u":"Primal",
"Focus-u":"Focus",
"Belief-u":"Belief :",
"Faith-u":"Faith",
"Willpower-u":"Willpower",
"BODY-u":"BODY",
"Athletics-u":"Athletics",
"Brawl-u":"Brawl",
"Force-u":"Force",
"Melee":"Melee",
"Melee-u":"Melee",
"Stamina-u":"Stamina",
"Toughness-u":"Toughness",
"AGILITY-u":"AGILITY",
@@ -112,28 +108,21 @@
"Legends-u":"Legends",
"Medicine-u":"Medicine",
"Science-u":"Science",
"Focus-u":"Focus",
"PSYCHE-u":"PSYCHE",
"Cunning-u":"Cunning",
"Deception-u":"Deception",
"Domination-u":"Domination",
"Reaction-u":"Reaction",
"Faith-u":"Faith",
"Willpower-u":"Willpower",
"INSTINCT-u":"INSTINCT",
"Empathy-u":"Empathy",
"Orienteering-u":"Orienteering",
"Perception-u":"Perception",
"Survival-u":"Survival",
"Taming-u":"Taming",
"SpecialTest-u":"Special test ",
"ATTRIBUTE-u":"ATTRIBUTE",
"SKILL-u":"SKILL",
"SBODY-u":"-* BODY *-",
"Melee-u":"Melee",
"SAGILITY-u":"-* AGILITY *-",
"SCHARISMA-u":"-* CHARISMA *-",
"SINTELLECT-u":"-* INTELLECT *-",
"Medecine-u":"Medicine",
"SPSYCHE-u":"-* PSYCHE *-",
"SINSTINCT-u":"-* INSTINCT *-",
"Primal-u":"Primal",
"POTENTIALS-u":"POTENTIALS",
"Potential-name-p":"Name",
"Potential-Description-p":"Description",
@@ -266,5 +255,52 @@
"Dodge-emp-u":"dodges",
"PJRealName-u":"Player :",
"Attack-u":"attacks",
"Skill-u":"Skill"
"Skill-u":"Skill",
"putmaxcontamination-t":"Maximum contamination points",
"putcontamination-t":"Actual contamination points",
"putpermcontamination-t":"Permanent contamination points",
"putmaxblessures-t":"Maximum wounds points",
"putblessures-t":"Acutal wounds points",
"putmaxtrauma-t":"Maximum trama points",
"puttrauma-t":"Actual trauma points",
"putmaxpoids-t":"Maximum weight points",
"putpoids-t":"Weight points in battle",
"putpoidsrepos-t":"Actual weight points",
"Athletics-t":"ACTION: Running; climbing; jumping; swimming; overcoming obstacles; covering distances\nREACTION: Gauging time / distance relation; regaining balance; escaping from dangerous situations\nCOMBINATION:\n >BOD+Stamina: jogging or prolonged swimming",
"Brawl-t":"ACTION: Boxing; kicking; throwing; pit fighting\nREACTION: Quitting a brawl; breaking strangleholds\nCOMBINATION:\n >PSY+Reaction: disarm",
"Force-t":"ACTION: Bending up sewer grates; breaking chains; kicking in doors; showing strength (arm wrestling)\nREACTION: Holding someone; pushing against an opposing force (arm wrestling or keeping a door closed)\nCOMBINATION:\n >PSY+Domination: intimidation by force",
"Melee-t":"ACTION: Using weapons: axe, sword, hammer, club, knife, Splayer, etc.\nREACTION: Knowledge about weaknesses and properties of various sorts of weapons in combat; gauging the enemy’s combat power\nCOMBINATION:\n >PSY+Reaction: disarming an enemy",
"Stamina-t":"ACTION: Tracking; diving; marching for hours\nREACTION: Fleeing; holding your breath; overcoming illness, poisoning, and weariness; standing guard for several nights in a row\nCOMBINATION:\n >INS+Survival: hounding\n >BOD+Toughness: forced march",
"Toughness-t":"ACTION: Impressing with pain tolerance\nREACTION: Physical regeneration; withstanding pain and environmental influences; enduring torture\nCOMBINATION:\n >INS+Survival: facing extreme cold or heat",
"Crafting-t":"ACTION: Enhancing or repairing gear; cannibalizing artifacts; erecting defenses\nREACTION: Estimating the value and condition of things; finding weak spots in a building\nCOMBINATION:\n >AGI+Dexterity or CHA+Arts: forging",
"Dexterity-t":"ACTION: Stealing; lock picking with skeleton keys or wire; various tricks (loaded dice, coins, thimblerig, gaming, and tarot cards)\nREACTION: Keeping your hands steady; catching throws\nCOMBINATION:\n >AGI+Crafting: creating the finest mechanics",
"Navigation-t":"ACTION: Riding and animal handling; piloting motored vehicles or planes; navigating ships; aligning heavy artillery\nREACTION: gauging braking and acceleration paths; judging the condition of a vehicle\nCOMBINATION:\n >AGI+Mobility: special maneuvers (e.g. attacking or dodging)\n >INS+Taming: spur a steed to maximum performance",
"Mobility-t":"ACTION: Free running; jumping; dodging; acrobatics\nREACTION: Escape artist; swimming with or against the tide of a crowd\nCOMBINATION:\n >BOD+Brawl: freeing yourself from a clinch or countering strangleholds\n > AGI+Stealth: moving unseen",
"Projectiles-t":"ACTION: Projectiles use: bow, crossbow, Judges’ Musket, Soul Burner, Fungicide Rifle, blowgun, Spitfire, etc; weapons maintenance\nREACTION: Gauging range and characteristics of Projectiles; gauging distance; finding cover\nCOMBINATION:\n >AGI+Mobility: precisely throwing a grenade\n > AGI+Navigation: mounted ranged combat, shooting from a moving vehicle",
"Stealth-t":"ACTION: Hiding; hiding objects; stalking; sneaking; camouflage\nREACTION: gauging a level of sound; controlling heartbeat and breath; feigning death; ducking out of sight\nCOMBINATION:\n >BOD+Brawl/Melee: sneak attack\n >PSY+Domination: secretly fanning fear and superstition",
"Arts-t":"ACTION: Dancing; playing music; painting; tarot reading; writing poetry; storytelling; sculpting\nREACTION: Esthetical judgments; appraisals\nCOMBINATION:\n >AGI+Crafting: raising an object’s value by embellishing it",
"Conduct-t":"ACTION: Choosing appropriate words; knowing traditions, rituals, and customs and acting accordingly\nREACTION: Avoiding attention; seeing and evaluating another’s reaction to an action or a statement in a cultural context\nCOMBINATION:\n >CHA+Arts: Choosing the right gift or an appropriate toll\n >CHA+Expression: praising someone",
"Expression-t":"ACTION: Body language; public speaking; teaching\nREACTION: Giving hand signs; reading facial expressions\nCOMBINATION:\n >CHA+Arts: Singing and dancing",
"Leadership-t":"ACTION: Encouragement; propaganda; leading groups\nREACTION: Bolstering morale; avoiding mutinies\nCOMBINATION:\n >BOD+Melee or AGI+Projectiles: combatformations and tactical considerations\n >AGI+Navigation:herding",
"Negociation-t":"ACTION: Diplomacy; haggling; persuasion; drawing up contracts\nREACTION: Retorts; recognizing oppressive contracts\nCOMBINATION:\n >CHA+Expression: maximum profit\n >PSY+Deception: selling red dust to Stukov Nomads",
"Seduction-t":"ACTION: Seducing; flirting; turning tricks; pumping others for information\nREACTION: Counter-flirting; resistance against flattery; recognizing and countering seductive tricks\nCOMBINATION:\n >CHA+Expression: fascinating others\n >PSY+Domination: persuading others of dependencies",
"Artefact-t":"ACTION: Using, repairing and modifying artifacts\nREACTION: Identifying artifacts; recognizing meaning and context; gauging worth\nCOMBINATION:\n >INT+Engineering: awakening or expanding artifacts",
"Engineering-t":"ACTION: Understanding and manipulating mechanisms; upgrading high-tech equipment\nREACTION: Identifying technology; recognizing damages or weak spots (in vehicles, AMSUMOs)\nCOMBINATION:\n >INT+Legends: reconstructing lost technological processes\nSPECIALTY: improving high-tech equipment; the modern counterpart to >AGI+Crafting",
"Legends-t":"ACTION: Knowledge about the history of the Cultures and Cults; knowledge about inventions, the Primer, and cities both known and forgotten; knowledge about ancient signs and allegories; knowledge of old stories\nREACTION: Gauging chance; evaluating historical developments and the reactions of the Cults\nCOMBINATION:\n >INS+Orienteering: finding artifacts\n >BOD+Melee: revealing knowledge about the great battles\n >CHA+Leadership: summoning the ghost of the past\n >INT+Artifact lore: recognizing the workings of the known Bygone artifact",
"Medicine-t":"ACTION: Diagnosing and curing illnesses; brewing medicines; collecting healing herbs; treating wounds\nREACTION: Anticipating illnesses; recognizing dangerous substances\nCOMBINATION:\n >AGI+Dexterity: splinting fractures\n >INT+Science: knowing about pharmacy or epigenetics\n >INS+Survival: identifying medical herbs and using natural medicine",
"Science-t":"ACTION: Reading and writing; scientific knowledge; math knowledge; mixing explosives\nREACTION: Uncovering logical errors; gauging the strength of walls or doors; anticipating chemical reactions\nCOMBINATION:\n >AGI+Projectiles: assessing trajectories, finding the position of an assassin using the bullet hole\n >CHA+Expression: knowledge of linguistics and various dialects\n >INT+Engineering: structural engineering calculation\n >INS+Orienteering: logistics",
"Focus-t":"ACTION: Mental performance; meditation and concentration; overcoming doubts\nREACTION: Self-restraint; vanquishing fears; slowing down breath\nCOMBINATION:\n > INT+Medicine: highly complex surgeries\n >INT+Artifact lore: repairing highly complex artifacts\n >AGI+Projectiles: sharpshooter attack.",
"Cunning-t":"ACTION: Planning; improvisation; distraction\nREACTION: Recognizing an advantage; using subterfuge\nCOMBINATION:\n >INS+Orienteering: exploiting the terrain as well as possible",
"Deception-t":"ACTION: Pretending to be someone else, disguising one’s voice and appearance; forging documents and objects\nREACTION: Lies; bluffs\nCOMBINATION:\n >AGI+Crafting: creating forgeries\n >CHA+Leadership: posing as the leader of an unknown group",
"Domination-t":"ACTION: Intimidation; torture; terror; subjugation\nREACTION: Countering influences; implementing pecking order\nCOMBINATION:\n >CHA+Expression: roaring, battle cries\n >INS+Empathy: digging into others’ feelings and using them against them, shaking faith and will",
"Reaction-t":"ACTION: Taking the initiative; making quick attacks; surprising others\nREACTION: Sixth sense; noticing dangers\nCOMBINATION:\n >BOD+Brawl/Melee: surprise attacks, knife games\n >AGI+Projectiles: quick-drawing\n >AGI+Mobility: escaping a sprung trap",
"Faith-t":"ACTION: Religious knowledge; preaching; inspiring; making sacrifices; asceticism\nREACTION: Unmasking heresy; maintaining mental strength through the power of faith\nCOMBINATION:\n >PSY+Domination: the zealot\n >CHA+ Leadership: awaken fanaticism\n >INS+Empathy: making peace",
"Willpower-t":"ACTION: Self-conquest; tenacity; perseverance; austerity\nREACTION: Detecting superstition; repelling manipulation\nCOMBINATION:\n >PSY+Domination: asserting your will\n >BOD+Toughness: overcoming Trauma, ignoring pain",
"Empathy-t":"ACTION: Attuning to others; feigning friendship; assessing and manipulating group dynamics; psychology\nREACTION: Seeing the truth behind emotions; guessing the attitude and disposition of a counterpart\nCOMBINATION:\n >INT+Medicine: imparting salvation\n >CHA+Conduct: ingratiation",
"Orienteering-t":"ACTION: Finding someone or something in the country; drawing and reading maps; identifying way markers\nREACTION: Avoiding getting lost in dust storms or blizzards; blindly remembering the way when being abducted\nCOMBINATION:\n >AGI+Navigation: safe maneuvering\n >BOD+Athletics: exploring a target area",
"Perception-t":"ACTION: Finding objects or spotting hidden things (traps); eavesdropping at doors\nREACTION: Noticing sudden events in time; spotting ambushes; hearing or smelling stalking enemies\nCOMBINATION:\n >INS+Survival: looking for a haven\n >PSY+Reaction: sensing danger\n >CHA+Arts: recognizing forgeries",
"Survival-t":"ACTION: Hunting; gathering; tracking; eviscerating; building fires; setting traps\nREACTION: Sensing danger in wilderness (poisons, traps)\nCOMBINATION:\n >AGI+Crafting: setting traps\n >INT+Science: knowledge of flora and fauna",
"Taming-t":"ACTION: Calming creatures; mentally strengthening, influencing, and training them\nREACTION: Showing strength to an attacking animal and thus unsettling it\nCOMBINATION:\n >BOD+Force: wrestling down an enemy\n >AGI+Navigation: mounted combat, setting animals on enemies",
"Primal-t":"ACTION: Raging and intimidating enemies\nREACTION: Suppressing rational fears; following feral survival instincts in crisis situations\nCOMBINATION:\n >INS+Taming: pack pecking orders.",
"ATTRSkill-u":"ATTR & Skill"
}

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