diff --git a/Crescent/crescent.css b/Crescent/crescent.css
new file mode 100644
index 0000000000..a1ed67fdc7
--- /dev/null
+++ b/Crescent/crescent.css
@@ -0,0 +1,2055 @@
+.sheet-checkButton {
+ width: 12%;
+}
+.sheet-buttonSection {
+ padding-bottom: 20px;
+}
+.sheet-statSection {
+ float: left;
+ width: 220px;
+ height: 510px;
+}
+.sheet-statLine {
+ float: left;
+ width: 100%;
+}
+.sheet-statHeader {
+ float: left;
+ width: 100px;
+ text-align: center;
+}
+.sheet-scoreHeader {
+ float: left;
+ width: 45px;
+ text-align: center;
+}
+.sheet-trainingHeader {
+ float: left;
+ width: 55px;
+ text-align: center;
+}
+.sheet-statSquare {
+ float: left;
+ height: 30px;
+}
+.sheet-statName {
+ float: left;
+ height: 100%;
+ width: 100px;
+ text-align: center;
+ border-radius: 5px 0px 0px 5px;
+ font-size: 16px;
+ font-weight: bold;
+ line-height: 30px;
+ color: black;
+}
+.sheet-scoreInput {
+ float: left;
+ height: 30px !important;
+ border-radius: 0px !important;
+}
+.sheet-trainingInput {
+ width: 45px !important;
+ height: 28px !important;
+ line-height: 30px;
+ background: rgb(232, 235, 233);
+ border: #ccc;
+ border-width: 1px;
+ border-style: solid;
+ border-radius: 0px 3px 3px 0px;
+ padding-left: 5px;
+}
+
+.sheet-attributeSection {
+ float: left;
+ width: 600px;
+}
+
+.sheet-nameContainer {
+ margin-right: 1px;
+}
+.sheet-nameHeader {
+ font-size: 20px;
+ line-height: 33px;
+ width: 250px;
+ text-align: center;
+ color: white;
+ background-color: black;
+}
+.sheet-nameSection {
+ font-size: 20px;
+ width: 250px !important;
+ text-align: center;
+}
+
+.sheet-levelContainer {
+ margin-right: 0px;
+}
+.sheet-levelHeader {
+ font-size: 20px;
+ line-height: 33px;
+ width: 60px;
+ text-align: center;
+ color: white;
+ background-color: black;
+}
+.sheet-levelSection {
+ font-size: 20px;
+ width: 60px !important;
+ text-align: center;
+}
+
+.sheet-resourceWrapper {
+ width: 200px;
+}
+.sheet-resourceContainer {
+ width: 200px;
+}
+.sheet-resourceHeader {
+ font-size: 16px;
+ color: black;
+ text-align: center;
+ width: 198px !important;
+ border: black 1px solid;
+}
+.sheet-input100 {
+ width: 100% !important;
+ float: left;
+}
+.sheet-input50 {
+ width: 50% !important;
+ float: left;
+}
+.sheet-input33 {
+ width: 68px !important;
+ height: 30px !important;
+ float: left;
+}
+.sheet-span100 {
+ width: 193px !important;
+ height: 26px !important;
+ float: left;
+}
+.sheet-span50 {
+ width: 93px !important;
+ height: 26px !important;
+ float: left;
+}
+.sheet-span33 {
+ width: 59px !important;
+ float: left;
+}
+
+.sheet-mookTPSection {
+ float: left;
+ width: 200px;
+ padding-left: 20px;
+ margin-top: 7px;
+}
+.sheet-mookTPText {
+ float: left;
+ padding-left: 10px;
+ line-height: 28px;
+ font-size: 15px;
+ color: black;
+}
+
+.sheet-actionWrapper {
+ width: 370px;
+ margin-top: 10px;
+}
+.sheet-actionRollWrapper {
+ width: 398px;
+ margin-top: 10px;
+ padding-left: 5px;
+ padding-right: 5px;
+}
+.sheet-actionContainer {
+ width: 195px;
+ border: black 1px solid;
+ padding: 1px;
+}
+.sheet-actionButton {
+ font-size: 16px;
+ width: 141px !important;
+ height: 30px;
+ line-height: 30px;
+ float: left;
+ text-align: left;
+ padding-right: 5px;
+ color: black;
+ border: none;
+ background-image: none;
+ box-shadow: none;
+ text-shadow: none;
+ margin: 0px !important;
+ border-radius: 0px;
+}
+.sheet-actionDieContainer {
+ width: 40px !important;
+ height: 32px !important;
+ line-height: 30px;
+ background: rgb(232, 235, 233);
+ border: #ccc;
+ border-width: 1px;
+ border-style: solid;
+ border-radius: 0px 3px 3px 0px;
+ padding-left: 5px;
+}
+
+.sheet-showDetailsContainer {
+ padding-top: 5px;
+}
+.sheet-showDetailsText {
+ float: left;
+ padding-right: 10px;
+ line-height: 20px;
+}
+
+.sheet-actionCalculator {
+ line-height: 30px;
+ padding-left: 5px;
+ padding-right: 5px;
+}
+.sheet-actionInput {
+ width: 50px !important;
+ height: 30px !important;
+}
+
+.sheet-groupingContainer {
+ float: left;
+ width: 100%;
+}
+.sheet-groupingTitle {
+ text-align: center;
+ font-size: 16px;
+ background-color: black;
+ color: white;
+}
+.sheet-groupingTitleContainer {
+ float: left;
+ width: 100%;
+ background-color: black;
+ color: white;
+ border-top: 1px grey solid;
+}
+.sheet-groupingTitleSection20 {
+ float: left;
+ width: 20%;
+ text-align: center;
+ background-color: black;
+}
+.sheet-groupingTitleSection33 {
+ float: left;
+ width: 33%;
+ text-align: center;
+ background-color: black;
+}
+.sheet-groupingTitleSection50 {
+ float: left;
+ width: 50%;
+ text-align: center;
+ background-color: black;
+}
+.sheet-groupingTitleSection100 {
+ float: left;
+ width: 100%;
+ text-align: center;
+ background-color: black;
+}
+.sheet-groupingSectionContainer {
+ float: left;
+ width: 100%;
+}
+.sheet-groupingSection20 {
+ width: 20%;
+ float: left;
+}
+.sheet-groupingSection33 {
+ width: 33%;
+ float: left;
+}
+.sheet-groupingSection50 {
+ width: 50%;
+ float: left;
+}
+.sheet-groupingSection100 {
+ width: 100%;
+ float: left;
+}
+.sheet-groupingInput {
+ width: 100% !important;
+}
+.sheet-groupingSpan {
+ width: calc(100% - 3px) !important;
+ height: 26px !important;
+ float: left;
+}
+.sheet-groupingSpanAdjustment {
+ width: calc(100% - 7px) !important;
+}
+
+.sheet-selectedItemWrapper {
+ margin-top: 20px;
+ float: left;
+ width: 370px;
+}
+.sheet-selectedItemSection {
+ float: left;
+ width: 370px;
+ height: 30px;
+ padding-bottom: 1px;
+}
+.sheet-selectedItemTitle {
+ font-size: 16px;
+ line-height: 30px;
+ background-color: black;
+ float: left;
+ color: white;
+ width: 106px;
+ text-align: right;
+ padding-right: 5px;
+}
+.sheet-selectedItemName {
+ width: 150px !important;
+ height: 100% !important;
+ float: left;
+}
+.sheet-selectedItemValue {
+ width: 65px !important;
+ height: 100% !important;
+ float: left;
+}
+.sheet-selectedItemRoll {
+ width: 22px;
+ height: calc(100% - 6px);
+ margin: 0px !important;
+}
+.sheet-selectedItemValueSpace {
+ padding-right: 5px;
+}
+
+.sheet-sectionTab {
+ color: white;
+ background-color: black;
+ border: none;
+ margin-right: 1px;
+ margin-bottom: 1px;
+ padding: 5px;
+ display: block;
+ float: left;
+ width: calc(20% - 11px);
+}
+
+.sheet-characterWrapper {
+ float: left;
+ width: 300px;
+ margin-right: 10px;
+}
+.sheet-characterWrapper > div {
+ float: left;
+}
+.sheet-characterWrapper > div > div {
+ float: left;
+}
+
+.sheet-itemsWrapper {
+ float: left;
+ width: 358px;
+ margin-right: 10px;
+}
+.sheet-itemsWrapper > div {
+ float: left;
+}
+.sheet-itemsWrapper > div > div {
+ float: left;
+}
+.sheet-itemContainer {
+ width: 100%;
+ padding: 5px;
+ border: lightgrey solid 1px;
+ float: left;
+}
+.sheet-itemContainer:hover {
+ background-color: lightgrey;
+}
+.sheet-itemsSection {
+ width: 100%;
+ float: left;
+}
+.sheet-itemName {
+ width: 60% !important;
+ float: left;
+}
+.sheet-itemQuantity {
+ width: 15% !important;
+ float: left;
+}
+.sheet-itemHeft {
+ width: 15% !important;
+ float: left;
+}
+.sheet-itemHeftBonus {
+ width: 30% !important;
+ float: left;
+}
+.sheet-itemToggleNotesMessage {
+ width: 10% !important;
+ float: left;
+}
+.sheet-itemToggleNotes {
+ width: 10% !important;
+ height: 28px !important;
+ float: left;
+}
+.sheet-itemNotes {
+ display:none;
+ width: 100%;
+ float: left;
+}
+.sheet-itemToggleNotes:checked ~ .sheet-itemNotes {
+ display: block;
+}
+
+.sheet-unsetEquipment {
+ width: 100% !important;
+ padding: 2px 0px !important;
+ margin: 0px !important;
+ margin-top: 20px !important;
+}
+
+.sheet-weaponName {
+ width: 50% !important;
+ float: left;
+}
+.sheet-weaponDamage {
+ width: 20% !important;
+ float: left;
+}
+.sheet-weaponQuantity {
+ width: 15% !important;
+ float: left;
+}
+.sheet-weaponHeft {
+ width: 15% !important;
+ float: left;
+}
+.sheet-weapon25 {
+ width: 25% !important;
+ float: left;
+}
+.sheet-weapon30 {
+ width: 30% !important;
+ float: left;
+}
+.sheet-weapon40 {
+ width: 40% !important;
+ float: left;
+}
+.sheet-weapon45 {
+ width: 45% !important;
+ float: left;
+}
+.sheet-weapon50 {
+ width: 50% !important;
+ float: left;
+}
+.sheet-weaponDetailsSection {
+ width: calc(100% - 10px);
+ height: 40px;
+ margin: 0px;
+}
+
+.sheet-weaponToggleType ~ .sheet-weaponMeleeToggle {
+ display: block;
+}
+.sheet-weaponToggleType:checked ~ .sheet-weaponMeleeToggle {
+ display: none;
+}
+
+.sheet-weaponToggleType ~ .sheet-weaponRangedToggle {
+ display: none;
+}
+.sheet-weaponToggleType:checked ~ .sheet-weaponRangedToggle {
+ display: block;
+}
+
+.sheet-setWeapon {
+ width: 171px !important;
+ padding: 2px 0px !important;
+ margin: 0px !important;
+}
+
+.sheet-shieldPen {
+ width: 43% !important;
+ height: 26px !important;
+ float: left;
+ line-height: 27px;
+}
+
+.sheet-armorPen {
+ width: 48% !important;
+ height: 26px !important;
+ float: left;
+ line-height: 27px;
+}
+
+.sheet-leftNotesWrapper {
+ width: 500px !important;
+}
+.sheet-detailsWrapper {
+ width: 100%;
+ margin-top: 10px;
+}
+.sheet-descriptionNotes {
+ width: 490px;
+ height: 60px;
+}
+.sheet-raceInput {
+ width: 100%;
+ text-align: center;
+}
+.sheet-raceNotes {
+ width: 490px;
+}
+.sheet-generalNotesHeader {
+ text-align: center;
+ font-size: 16px;
+ padding: 5px 0px;
+ background-color: black;
+ color: white;
+}
+.sheet-generalArea {
+ width: 490px !important;
+ height: 500px !important;
+ float: left;
+}
+
+.sheet-notesHeader {
+ text-align: center;
+ font-size: 16px;
+ padding: 5px 0px;
+ background-color: black;
+ color: white;
+ width: 300px;
+}
+
+.sheet-dedicationContainer {
+ padding: 5px;
+ border: lightgrey solid 1px;
+ float: left;
+ width: 290px;
+}
+.sheet-dedicationContainer:hover {
+ background-color: lightgrey;
+}
+.sheet-dedicationName {
+ width: 280px;
+ height: 40px;
+ margin: 0px;
+}
+.sheet-dedicationDropdown {
+ width: 290px;
+}
+.sheet-dedicationDropdown50 {
+ width: 145px;
+}
+.sheet-reputationWrapper {
+ width: 300px;
+ margin-top: 10px;
+}
+
+.sheet-itemNotesContainer {
+ width: 500px;
+}
+.sheet-itemNotesBlock {
+ width: 490px;
+}
+.sheet-weaponProfWrapper {
+ float: left;
+ width: 300px;
+ margin-right: 10px;
+}
+.sheet-weaponProfWrapper > div {
+ float: left;
+}
+.sheet-weaponProfWrapper > div > div {
+ float: left;
+}
+.sheet-weaponProfHeader {
+ width: 300px;
+}
+
+.sheet-attributeInput {
+ width: 95px !important;
+}
+.sheet-smallAttributeInput {
+ width: 40px !important;
+}
+
+.sheet-nameInput {
+ width: 150px;
+}
+.sheet-attributeLine {
+ width: 110px !important;
+ float: left;
+ line-height: 26px;
+}
+
+.sheet-techniques {
+ width: 832px;
+}
+
+.sheet-techniquesOOC {
+ width: 832px;
+}
+
+.sheet-itemSection {
+ float: left;
+ width: 832px;
+}
+.sheet-repeatingName {
+ width: 180px;
+}
+.sheet-repeatingDropdown {
+ width: 20%;
+ margin-bottom: 0px !important;
+}
+
+.sheet-repeatingDropdownBig {
+ width: 140px;
+ margin-bottom: 0px !important;
+}
+
+.sheet-labelCosts100 {
+ width: 100%;
+ float: left;
+}
+.sheet-labelCosts50 {
+ width: 50%;
+ float: left;
+}
+.sheet-labelCosts33 {
+ width: 33%;
+ float: left;
+}
+
+.sheet-labelType {
+ width: 100%;
+ float: left;
+}
+
+.sheet-repeatingDropdownCosts100 {
+ width: 100%;
+ margin-bottom: 0px !important;
+}
+.sheet-repeatingDropdownCosts50 {
+ width: 49%;
+ margin-bottom: 0px !important;
+}
+.sheet-repeatingDropdownCosts33 {
+ width: 32%;
+ margin-bottom: 0px !important;
+}
+
+.sheet-techniqueTotalSection {
+ width: 100%;
+ float: left;
+}
+.sheet-repeatingTechniqueSection {
+ margin-bottom: 10px;
+ float: left;
+ width: 240px;
+ margin-right: 10px;
+ border: lightgrey solid 1px;
+ padding: 10px;
+}
+
+.sheet-repeatingTechniqueSection:hover {
+ background-color: lightgrey;
+}
+
+.sheet-toggleCooldown:checked ~ .sheet-repeatingTechniqueSection {
+ background-color: #ffb3b3;
+}
+.sheet-toggleCooldown ~ .sheet-repeatingTechniqueSection {
+ background-color: #b3ffe0;
+}
+.sheet-toggleRecharge[value=""] ~ .sheet-repeatingTechniqueSection {
+ background-color: white;
+}
+
+.sheet-repeatingTechniqueName {
+ width: 78%;
+}
+
+.sheet-repeatingTechniqueNameHeader {
+ float: left;
+ width: 78%;
+}
+
+.sheet-repeatingTechniqueRequires {
+ width: 100%;
+}
+
+.sheet-techniqueDescriptionArea {
+ width: calc(100% - 10px) !important;
+ height: 50px !important;
+ float: left;
+ margin: 0px !important;
+}
+.sheet-techniqueEffectArea {
+ width: calc(100% - 10px) !important;
+ height: 100px !important;
+ float: left;
+ margin: 0px !important;
+}
+.sheet-techniqueTriggerArea {
+ width: calc(100% - 10px) !important;
+ height: 36px !important;
+ float: left;
+ margin: 0px !important;
+}
+
+.sheet-thresholdButton {
+ width: 276px !important;
+ margin: 0px !important;
+}
+
+.sheet-thresholdGrouping50 {
+ width: 50%;
+ float: left;
+}
+.sheet-thresholdDisplay {
+ width: 100% !important;
+ height: 26px !important;
+ float: left;
+ padding: 0px;
+ text-align: center;
+}
+.sheet-thresholdTextSpacing {
+ padding-left: 5px;
+}
+.sheet-thresholdTitleText {
+ font-size: 17px;
+ color: black;
+}
+.sheet-thresholdContentCenter {
+ font-size: 14px;
+ line-height: 26px;
+}
+.sheet-thresholdAttributeColor {
+ background-color: white;
+}
+.sheet-evadeBackground {
+ background-color: grey;
+}
+
+.sheet-checkHeader {
+ width: 805px;
+ background-color: black;
+ color: white;
+ font-size: 20px;
+ text-align: center;
+ padding-top: 5px;
+ padding-bottom: 5px;
+ margin-left: 5px;
+ float: left;
+ margin-top: 10px;
+}
+
+.sheet-itemsHeader {
+ width: 832px;
+ background-color: black;
+ color: white;
+ font-size: 20px;
+ text-align: center;
+ padding-top: 5px;
+ padding-bottom: 5px;
+ float: left;
+ margin-top: 10px;
+}
+
+.sheet-conditionHeader {
+ width: 820px;
+ background-color: black;
+ color: white;
+ font-size: 20px;
+ text-align: center;
+ padding-top: 5px;
+ padding-bottom: 5px;
+ margin-left: 0px;
+ float: left;
+ margin-top: 10px;
+}
+
+.sheet-conditionSubHeader {
+ width: 820px;
+ color: white;
+ font-size: 20px;
+ text-align: center;
+ padding-top: 5px;
+ padding-bottom: 5px;
+ margin-left: 0px;
+ float: left;
+ margin-top: 10px;
+}
+
+.sheet-conditionTabContainer {
+ float: left;
+ height: 100%;
+}
+
+.sheet-conditionTabButton {
+ background-color: black;
+ width: 270px;
+ height: 40px;
+ box-shadow: none;
+ border: none;
+ padding: 0px;
+ font-size: 18px;
+ margin-right: 5px;
+}
+
+.sheet-statusTabButton {
+ background-color: black;
+ width: 407px;
+ height: 40px;
+ box-shadow: none;
+ border: none;
+ padding: 0px;
+ font-size: 18px;
+ margin-right: 5px;
+}
+
+.sheet-neutralConditions {
+ display: none;
+}
+
+.sheet-neutralConditionsChecked:checked ~ .sheet-neutralConditions {
+ display: block;
+}
+
+.sheet-harmfulConditions {
+ display: none;
+}
+
+.sheet-harmfulConditionsChecked:checked ~ .sheet-harmfulConditions {
+ display: block;
+}
+
+.sheet-beneficialConditions {
+ display: none;
+}
+
+.sheet-beneficialConditionsChecked:checked ~ .sheet-beneficialConditions {
+ display: block;
+}
+
+.sheet-mentalStatuses {
+ display: none;
+}
+
+.sheet-mentalStatusesChecked:checked ~ .sheet-mentalStatuses {
+ display: block;
+}
+
+.sheet-physicalStatuses {
+ display: none;
+}
+
+.sheet-physicalStatusesChecked:checked ~ .sheet-physicalStatuses {
+ display: block;
+}
+
+.sheet-modifiersHeader {
+ width: 805px;
+ background-color: black;
+ color: white;
+ font-size: 20px;
+ text-align: center;
+ padding-top: 5px;
+ padding-bottom: 5px;
+ margin-left: 0px;
+ float: left;
+ margin-top: 10px;
+}
+
+.sheet-modifiersContainer {
+ width: 260px;
+ margin-right: 10px;
+ margin-top: 10px;
+ float: left;
+}
+.sheet-modifiersTitle {
+ font-size: 16px;
+ color: black;
+ text-align: center;
+ width: 208px !important;
+ height: 28px !important;
+ float: left;
+ line-height: 30px;
+ border-radius: 5px 0px 0px 5px;
+ border-color: black;
+ border-width: 1px 0px 1px 1px;
+ border-style: solid;
+}
+.sheet-modifiersInput {
+ width: 50px !important;
+ height: 30px !important;
+ border-radius: 0px 5px 5px 0px;
+ border-color: black;
+ border-width: 1px 1px 1px 1px;
+ border-style: solid;
+}
+.sheet-modifiersSpan33 {
+ width: calc(33% - 7px) !important;
+ float: left;
+}
+.sheet-modifiersInput33 {
+ width: 33% !important;
+ height: 30px !important;
+ float: left;
+}
+.sheet-modifiersSpan50 {
+ width: calc(50% - 7px) !important;
+ float: left;
+}
+.sheet-modifiersInput50 {
+ width: 50% !important;
+ height: 30px !important;
+ float: left;
+}
+.sheet-modifiersInput100 {
+ width: 100% !important;
+ height: 30px !important;
+ float: left;
+}
+
+.sheet-conditionWrapper {
+ float: left;
+ width: 270px;
+ margin-right: 5px;
+ margin-top: 10px;
+}
+.sheet-conditionWrapperLarge {
+ float: left;
+ width: 820px;
+ margin-right: 10px;
+ margin-top: 5px;
+}
+.sheet-conditionSectionTitle {
+ background-color: black;
+ color: white;
+ float: left;
+ width: 100%;
+ text-align: center;
+ font-size: 16px;
+ line-height: 22px;
+}
+.sheet-conditionContainer {
+ float: left;
+ border: solid 1px black;
+ padding: 2px;
+ width: calc(100% - 6px);
+ position: relative;
+}
+.sheet-conditionContainerLarge {
+ float: left;
+ width: 270px;
+}
+.sheet-conditionContainerLargeSpace {
+ margin-right: 5px;
+}
+.sheet-conditionCheckbox {
+ width: 28px !important;
+ height: 28px !important;
+ padding: 0px;
+ float: left;
+}
+.sheet-conditionName {
+ float: left;
+ line-height: 28px;
+ padding-left: 10px;
+ padding-right: 5px;
+ font-size: 14px;
+ color: black;
+}
+.sheet-conditionDetails {
+ display: none;
+ float: left;
+ width: calc(100% + 1px);
+ border-top: solid 1px black;
+ margin-left: -2px;
+ margin-bottom: -2px;
+ padding: 2px;
+ margin-top: 2px;
+ text-align: left;
+}
+.sheet-conditionContainer:focus > .sheet-conditionDetails {
+ display: block;
+}
+.sheet-conditionContainerLarge:focus > .sheet-conditionDetails {
+ display: block;
+}
+.sheet-inCombatContainer {
+ float: left;
+ width: 100%;
+}
+.sheet-inCombatSection {
+ display: block;
+ width: 110px;
+ margin: auto;
+ float: none;
+ padding-top: 10px;
+}
+.sheet-endCombatSection {
+ display: block;
+ width: 175px;
+ margin: auto;
+ float: none;
+ padding-top: 10px;
+}
+.sheet-inCombatText {
+ float: left;
+ line-height: 28px;
+ font-size: 14px;
+ color: black;
+ text-align: center;
+ padding-left: 5px;
+}
+.sheet-statusesSectionTitle {
+ background-color: black;
+ color: white;
+ float: left;
+ width: 100%;
+ text-align: center;
+ font-size: 13px;
+ line-height: 16px;
+}
+.sheet-statusesCheckbox {
+ width: 28px !important;
+ height: 28px !important;
+ padding: 0px;
+ float: left;
+ position: absolute;
+ left: 3px;
+}
+.sheet-statusesName {
+ float: left;
+ line-height: 28px;
+ width: 100%;
+ font-size: 14px;
+ color: black;
+ text-align: center;
+}
+.sheet-statusesDetails {
+ display: none;
+ float: left;
+ width: calc(100% - 12px);
+ border-top: solid 1px black;
+ margin-left: -2px;
+ margin-bottom: -2px;
+ padding: 8px;
+ margin-top: 2px;
+}
+.sheet-conditionContainer:focus > .sheet-statusesDetails {
+ display: block;
+}
+.sheet-conditionContainer:focus > .sheet-statusesDetails {
+ display: block;
+}
+
+
+.sheet-notesSection {
+ float: left;
+ width: 832px;
+}
+.sheet-notesBlock {
+ float: left;
+}
+.sheet-areasOfKnowledge {
+ width: 250px !important;
+ height: 50px !important;
+}
+
+.sheet-notesSidebar {
+ width: 300px;
+}
+
+.sheet-techniqueDetails {
+display:none;
+float:left;
+}
+.sheet-toggleDetails:checked ~ .sheet-techniqueDetails {
+display:block;
+}
+
+.sheet-techniquesThresholds {
+display:none;
+}
+.sheet-toggleThresholds:checked ~ .sheet-techniquesThresholds {
+display:block;
+}
+
+.sheet-notes,
+.sheet-techniques,
+.sheet-techniquesOOC,
+.sheet-items,
+.sheet-rolls,
+.sheet-conditions,
+.sheet-wounds,
+.sheet-statuses,
+.sheet-modifiers {
+ display: none;
+}
+
+/* show the selected tab */
+.sheet-tabstoggle[value="notes"] ~ div.sheet-notes,
+.sheet-tabstoggle[value="techniques"] ~ div.sheet-techniques,
+.sheet-tabstoggle[value="techniquesOOC"] ~ div.sheet-techniquesOOC,
+.sheet-tabstoggle[value="items"] ~ div.sheet-items,
+.sheet-tabstoggle[value="rolls"] ~ div.sheet-rolls,
+.sheet-tabstoggle[value="conditions"] ~ div.sheet-conditions,
+.sheet-tabstoggle[value="wounds"] ~ div.sheet-wounds,
+.sheet-tabstoggle[value="statuses"] ~ div.sheet-statuses,
+.sheet-tabstoggle[value="modifiers"] ~ div.sheet-modifiers {
+ display: block;
+}
+
+.sheet-float-left {
+ float: left;
+}
+
+.sheet-pad-r-2 {
+ padding-right: 20px;
+}
+
+/* Smaller margins - remove these if you want the huge default left margin */
+.sheet-rolltemplate-check {
+border-style: solid;
+border-color: black;
+border-width: 1px;
+}
+.withoutavatars .sheet-rolltemplate-check {
+margin-left: -7px;
+}
+
+.sheet-rolltemplate-check .sheet-container {
+border: 1px solid;
+/* by default, the border is the same color as the header. You can change this here, e.g. to black */
+border-color: var(--header-bg-color);
+}
+
+/* Header formatting - title and subtitle */
+.sheet-rolltemplate-check .sheet-header {
+ background-color: rgb( 255 , 26 , 26 );
+ text-align: center;
+ font-family: "bentonsans";
+ font-size: 20px;
+ line-height: 24px;
+ color: black;
+ font-weight: bold;
+ border-color: black;
+ border-width: 2px;
+ border-style: solid;
+}
+.sheet-rolltemplate-check .sheet-title {
+
+}
+.sheet-rolltemplate-check .sheet-subtitle {
+font-weight: lighter;
+font-size: 15px;
+line-height: 17px;
+}
+
+.sheet-rolltemplate-check .sheet-body {
+height: 25px;
+background-color: rgb( 242 , 242 , 242 );
+}
+
+.sheet-rolltemplate-check .sheet-large-body {
+height: 50px;
+}
+
+.sheet-rolltemplate-check .sheet-color-Strength {
+background-color: rgb(252, 0, 0);
+}
+
+.sheet-rolltemplate-check .sheet-color-Accuracy {
+background-color: rgb(102, 179, 255);
+}
+
+.sheet-rolltemplate-check .sheet-color-Quickness {
+background-color: rgb(255, 255, 102);
+}
+
+.sheet-rolltemplate-check .sheet-color-Finesse {
+background-color: rgb(102, 255, 179);
+}
+
+.sheet-rolltemplate-check .sheet-color-Vitality {
+background-color: rgb(125, 42, 42);
+}
+
+.sheet-rolltemplate-check .sheet-color-Stamina {
+background-color: rgb(128, 128, 128);
+}
+
+.sheet-rolltemplate-check .sheet-color-Presence {
+background-color: rgb(255, 102, 179);
+}
+
+.sheet-rolltemplate-check .sheet-color-Willpower {
+background-color: rgb(255, 153, 51);
+}
+
+.sheet-rolltemplate-check .sheet-color-Knowledge {
+background-color: rgb(51, 102, 255);
+}
+
+.sheet-rolltemplate-check .sheet-color-Disposition {
+background-color: rgb(142, 119, 209);
+}
+
+.sheet-rolltemplate-check .sheet-color-Connection {
+background-color: rgb(146, 51, 161);
+}
+
+.sheet-rolltemplate-check .sheet-color-Instinct {
+background-color: rgb(145, 212, 57);
+}
+
+.sheet-rolltemplate-check .sheet-color-Purity {
+background-color: rgb(2, 184, 62);
+}
+
+.sheet-rolltemplate-check .sheet-color-Corruption {
+background-color: rgb(138, 106, 106);
+}
+
+.sheet-rolltemplate-check .sheet-roll {
+ font-family: "bentonsans";
+ font-size: 20px;
+ width: 20%;
+ margin: 0px;
+ padding: 0px;
+ float: left;
+ position: relative;
+ padding-top: 4px;
+ padding-bottom: 4px;
+ text-align: center;
+ background-size: 27px;
+ background-position: center;
+ background-repeat: no-repeat;
+}
+
+.sheet-rolltemplate-check .inlinerollresult {
+ background-color: transparent;
+ color: #000000;
+ border: none !important;
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[title*=">1"] {
+ color: rgb( 230 , 25 , 70 );
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[title*=">2"] {
+ color: rgb( 205 , 50 , 70 );
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[title*=">3"] {
+ color: rgb( 180 , 75 , 70 );
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[title*=">4"] {
+ color: rgb( 155 , 100 , 70 );
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[title*=">5"] {
+ color: rgb( 130 , 125 , 70 );
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[title*=">6"] {
+ color: rgb( 105 , 150 , 70 );
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[title*=">7"] {
+ color: rgb( 80 , 175 , 70 );
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[title*=">8"] {
+ color: rgb( 55 , 200 , 70 );
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[title*=">9"] {
+ color: rgb( 30 , 225 , 70 );
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[title*=">10"] {
+ color: rgb( 5 , 250 , 70 );
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[original-title*=">1"] {
+ color: rgb( 230 , 25 , 70 );
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[original-title*=">2"] {
+ color: rgb( 205 , 50 , 70 );
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[original-title*=">3"] {
+ color: rgb( 180 , 75 , 70 );
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[original-title*=">4"] {
+ color: rgb( 155 , 100 , 70 );
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[original-title*=">5"] {
+ color: rgb( 130 , 125 , 70 );
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[original-title*=">6"] {
+ color: rgb( 105 , 150 , 70 );
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[original-title*=">7"] {
+ color: rgb( 80 , 175 , 70 );
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[original-title*=">8"] {
+ color: rgb( 55 , 200 , 70 );
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[original-title*=">9"] {
+ color: rgb( 30 , 225 , 70 );
+}
+
+.sheet-rolltemplate-check .sheet-roll .inlinerollresult[original-title*=">10"] {
+ color: rgb( 5 , 250 , 70 );
+}
+
+.sheet-float-left {
+ float: left;
+}
+
+.sheet-float-right {
+ float: right;
+}
+
+.sheet-text-center {
+ text-align: center;
+}
+
+.sheet-pad-1 {
+ padding: 10px;
+}
+.sheet-pad-2 {
+ padding: 10px;
+}
+.sheet-pad-3 {
+ padding: 10px;
+}
+.sheet-pad-4 {
+ padding: 10px;
+}
+
+.sheet-pad-1-t {
+ padding-top: 10px;
+}
+.sheet-pad-2-t {
+ padding-top: 20px;
+}
+.sheet-pad-3-t {
+ padding-top: 30px;
+}
+.sheet-pad-4-t {
+ padding-top: 40px;
+}
+
+.sheet-pad-1-b {
+ padding-bottom: 10px;
+}
+.sheet-pad-2-b {
+ padding-bottom: 20px;
+}
+.sheet-pad-3-b {
+ padding-bottom: 30px;
+}
+.sheet-pad-4-b {
+ padding-bottom: 40px;
+}
+
+.sheet-pad-1-l {
+ padding-left: 10px;
+}
+.sheet-pad-2-l {
+ padding-left: 20px;
+}
+.sheet-pad-3-l {
+ padding-left: 30px;
+}
+.sheet-pad-4-l {
+ padding-left: 40px;
+}
+
+.sheet-pad-1-r {
+ padding-right: 10px;
+}
+.sheet-pad-2-r {
+ padding-right: 20px;
+}
+.sheet-pad-3-r {
+ padding-right: 30px;
+}
+.sheet-pad-4-r {
+ padding-right: 40px;
+}
+
+.sheet-margin-0 {
+ margin: 0px !important;
+}
+.sheet-margin-1-t {
+ margin-top: 10px;
+}
+.sheet-margin-2-t {
+ margin-top: 20px;
+}
+
+.sheet-space {
+ padding-right: 3px;
+}
+
+.sheet-generalHeader {
+ background-color: black;
+ color: white;
+ text-align: center;
+}
+
+
+.sheet-repeatingFloat {
+ float: left;
+}
+.sheet-repeatingFloat > div {
+ float: left;
+}
+.sheet-repeatingFloat > div > div {
+ float: left;
+}
+
+.sheet-strength-color {
+ background-color: rgb(252, 0, 0);
+}
+.sheet-accuracy-color {
+ background-color: rgb(102, 179, 255);
+}
+.sheet-quickness-color {
+ background-color: rgb(255, 255, 102);
+}
+.sheet-finesse-color {
+ background-color: rgb(102, 255, 179);
+}
+.sheet-vitality-color {
+ background-color: rgb(125, 42, 42);
+}
+.sheet-stamina-color {
+ background-color: rgb(128, 128, 128);
+}
+.sheet-presence-color {
+ background-color: rgb(255, 102, 179);
+}
+.sheet-willpower-color {
+ background-color: rgb(255, 153, 51);
+}
+.sheet-knowledge-color {
+ background-color: rgb(51, 102, 255);
+}
+.sheet-disposition-color {
+ background-color: rgb(142, 119, 209);
+}
+.sheet-connection-color {
+ background-color: rgb(146, 51, 161);
+}
+.sheet-instinct-color {
+ background-color: rgb(145, 212, 57);
+}
+.sheet-purity-color {
+ background-color: rgb(2, 184, 62);
+}
+.sheet-corruption-color {
+ background-color: rgb(138, 106, 106);
+}
+
+.sheet-strength-accuracy-color {
+ background-image: linear-gradient(to right, rgb(252, 0, 0) 40%, rgb(102, 179, 255) 60%);
+}
+.sheet-strength-quickness-color {
+ background-image: linear-gradient(to right, rgb(252, 0, 0) 40%, rgb(255, 255, 102) 60%);
+}
+.sheet-strength-finesse-color {
+ background-image: linear-gradient(to right, rgb(252, 0, 0) 40%, rgb(102, 255, 179) 60%);
+}
+.sheet-strength-vitality-color {
+ background-image: linear-gradient(to right, rgb(252, 0, 0) 40%, rgb(125, 42, 42) 60%);
+}
+.sheet-strength-stamina-color {
+ background-image: linear-gradient(to right, rgb(252, 0, 0) 40%, rgb(128, 128, 128) 60%);
+}
+.sheet-strength-presence-color {
+ background-image: linear-gradient(to right, rgb(252, 0, 0) 40%, rgb(255, 102, 179) 60%);
+}
+.sheet-accuracy-presence-color {
+ background-image: linear-gradient(to right, rgb(102, 179, 255) 40%, rgb(255, 102, 179) 60%);
+}
+.sheet-accuracy-instinct-color {
+ background-image: linear-gradient(to right, rgb(102, 179, 255) 40%, rgb(145, 212, 57) 60%);
+}
+.sheet-accuracy-corruption-color {
+ background-image: linear-gradient(to right, rgb(102, 179, 255) 40%, rgb(138, 106, 106) 60%);
+}
+.sheet-quickness-finesse-color {
+ background-image: linear-gradient(to right, rgb(255, 255, 102) 40%, rgb(102, 255, 179) 60%);
+}
+.sheet-quickness-vitality-color {
+ background-image: linear-gradient(to right, rgb(255, 255, 102) 40%, rgb(125, 42, 42) 60%);
+}
+.sheet-finesse-vitality-color {
+ background-image: linear-gradient(to right, rgb(102, 255, 179) 40%, rgb(125, 42, 42) 60%);
+}
+.sheet-finesse-corruption-color {
+ background-image: linear-gradient(to right, rgb(102, 255, 179) 40%, rgb(138, 106, 106) 60%);
+}
+.sheet-vitality-purity-color {
+ background-image: linear-gradient(to right, rgb(125, 42, 42) 40%, rgb(2, 184, 62) 60%);
+}
+.sheet-vitality-corruption-color {
+ background-image: linear-gradient(to right, rgb(125, 42, 42) 40%, rgb(138, 106, 106) 60%);
+}
+.sheet-willpower-disposition-color {
+ background-image: linear-gradient(to right, rgb(255, 153, 51) 40%, rgb(142, 119, 209) 60%);
+}
+.sheet-willpower-purity-color {
+ background-image: linear-gradient(to right, rgb(255, 153, 51) 40%, rgb(2, 184, 62) 60%);
+}
+.sheet-knowledge-instinct-color {
+ background-image: linear-gradient(to right, rgb(51, 102, 255) 40%, rgb(145, 212, 57) 60%);
+}
+
+.sheet-xenos-color {
+ background-color: rgb(205, 127, 50);
+}
+
+.sheet-rolltemplate-combatTechnique .sheet-wrapper {
+ border-style: solid;
+ border-color: black;
+ border-width: 1px;
+ border-bottom: 0px;
+}
+.sheet-rolltemplate-combatTechnique .sheet-titleContainer {
+ background-color: rgb( 255 , 193 , 128 );
+ text-align: center;
+ font-family: "bentonsans";
+ font-size: 20px;
+ line-height: 24px;
+ color: black;
+ font-weight: bold;
+ border-color: black;
+ border-width: 2px;
+ border-style: solid;
+}
+.sheet-rolltemplate-combatTechnique .sheet-subTitle {
+ font-weight: lighter;
+ font-size: 15px;
+ line-height: 17px;
+}
+.sheet-rolltemplate-combatTechnique .sheet-background {
+ background-color: rgb( 242 , 242 , 242 );
+}
+.sheet-rolltemplate-combatTechnique .sheet-contentSection {
+ padding: 5px;
+ border: 0px;
+ border-color: black;
+ border-bottom: 1px;
+ border-style: solid;
+}
+.sheet-rolltemplate-combatTechnique .sheet-detailsContainer {
+ border: 0px;
+ border-color: black;
+ border-bottom: 1px;
+ border-style: solid;
+ overflow: hidden;
+}
+.sheet-rolltemplate-combatTechnique .sheet-details33 {
+ width: 33%;
+ border: 0px;
+ border-color: black;
+ border-right: 1px;
+ border-style: solid;
+ text-align: center;
+ float: left;
+}
+.sheet-rolltemplate-combatTechnique .sheet-details50 {
+ width: 43%;
+ border: 0px;
+ border-color: black;
+ border-left: 1px;
+ border-style: solid;
+ border-style: solid;
+ padding-left: 3%;
+ padding-right: 3%;
+ float: left;
+ display: inline-block;
+ margin-bottom: -40px;
+ padding-bottom: 40px;
+}
+.sheet-rolltemplate-combatTechnique .sheet-noBorder {
+ border: none;
+}
+
+/* Smaller margins - remove these if you want the huge default left margin */
+.sheet-rolltemplate-damage {
+ border-style: solid;
+ border-color: black;
+ border-width: 1px;
+ }
+ .withoutavatars .sheet-rolltemplate-damage {
+ margin-left: -7px;
+ }
+
+ .sheet-rolltemplate-damage .sheet-container {
+ border: 1px solid;
+ /* by default, the border is the same color as the header. You can change this here, e.g. to black */
+ border-color: var(--header-bg-color);
+ }
+
+ /* Header formatting - title and subtitle */
+ .sheet-rolltemplate-damage .sheet-header {
+ background-color: #cc0000;
+ text-align: center;
+ font-family: "bentonsans";
+ font-size: 20px;
+ line-height: 24px;
+ color: black;
+ font-weight: bold;
+ border-color: black;
+ border-width: 2px;
+ border-style: solid;
+ }
+ .sheet-rolltemplate-damage .sheet-subtitle {
+ font-weight: lighter;
+ font-size: 15px;
+ line-height: 17px;
+ }
+
+ .sheet-rolltemplate-damage .sheet-body {
+ height: 25px;
+ background-color: rgb( 242 , 242 , 242 );
+ }
+
+ .sheet-rolltemplate-damage .sheet-large-body {
+ height: 50px;
+ }
+
+.sheet-rolltemplate-damage .sheet-damageContainer {
+ color: black;
+ font-family: "bentonsans";
+ font-size: 20px;
+ width: 100%;
+ margin: 0px;
+ padding: 0px;
+ float: left;
+ position: relative;
+ padding-top: 5px;
+ padding-bottom: 4px;
+ text-align: center;
+ background-size: 27px;
+ background-position: center;
+ background-repeat: no-repeat;
+}
+
+.sheet-rolltemplate-damage .sheet-roll {
+ font-family: "bentonsans";
+ font-size: 20px;
+ width: 20%;
+ margin: 0px;
+ padding: 0px;
+ float: left;
+ position: relative;
+ padding-top: 4px;
+ padding-bottom: 4px;
+ text-align: center;
+ background-size: 27px;
+ background-position: center;
+ background-repeat: no-repeat;
+}
+
+.sheet-rolltemplate-damage .inlinerollresult {
+ background-color: transparent;
+ border: none !important;
+ font-size: 20px;
+}
+
+.sheet-rolltemplate-damage .sheet-result1 ~ div {
+ color: #ff0000 !important;
+}
+.sheet-rolltemplate-damage .sheet-result2 ~ div {
+ color: #ff6600 !important;
+}
+.sheet-rolltemplate-damage .sheet-result3 ~ div {
+ color: #cccc00 !important;
+}
+.sheet-rolltemplate-damage .sheet-result4 ~ div {
+ color: #33cc33 !important;
+}
+.sheet-rolltemplate-damage .sheet-result5 ~ div {
+ color: #3399ff !important;
+}
+
+/* Smaller margins - remove these if you want the huge default left margin */
+.sheet-rolltemplate-strike {
+ border-style: solid;
+ border-color: black;
+ border-width: 1px;
+ }
+ .withoutavatars .sheet-rolltemplate-strike {
+ margin-left: -7px;
+ }
+
+ .sheet-rolltemplate-strike .sheet-container {
+ border: 1px solid;
+ /* by default, the border is the same color as the header. You can change this here, e.g. to black */
+ border-color: var(--header-bg-color);
+ }
+
+ /* Header formatting - title and subtitle */
+ .sheet-rolltemplate-strike .sheet-header {
+ text-align: center;
+ font-family: "bentonsans";
+ font-size: 20px;
+ line-height: 24px;
+ color: black;
+ font-weight: bold;
+ border-color: black;
+ border-width: 2px;
+ border-style: solid;
+ }
+
+ .sheet-rolltemplate-strike .sheet-header-borderless {
+ text-align: center;
+ font-family: "bentonsans";
+ font-size: 20px;
+ line-height: 24px;
+ color: black;
+ font-weight: bold;
+ border-color: black;
+ border-width: 2px;
+ border-style: solid;
+ border-top: 0px;
+ }
+
+ .sheet-rolltemplate-strike .sheet-title {
+
+ }
+ .sheet-rolltemplate-strike .sheet-subtitle {
+ font-weight: lighter;
+ font-size: 15px;
+ line-height: 17px;
+ }
+
+ .sheet-rolltemplate-strike .sheet-body {
+ height: 25px;
+ background-color: rgb( 242 , 242 , 242 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-large-body {
+ height: 50px;
+ }
+
+ .sheet-rolltemplate-strike .sheet-color-Strength {
+ background-color: rgb(252, 0, 0);
+ }
+
+ .sheet-rolltemplate-strike .sheet-color-Accuracy {
+ background-color: rgb(102, 179, 255);
+ }
+
+ .sheet-rolltemplate-strike .sheet-color-Quickness {
+ background-color: rgb(255, 255, 102);
+ }
+
+ .sheet-rolltemplate-strike .sheet-color-Finesse {
+ background-color: rgb(102, 255, 179);
+ }
+
+ .sheet-rolltemplate-strike .sheet-color-Vitality {
+ background-color: rgb(125, 42, 42);
+ }
+
+ .sheet-rolltemplate-strike .sheet-color-Stamina {
+ background-color: rgb(128, 128, 128);
+ }
+
+ .sheet-rolltemplate-strike .sheet-color-Presence {
+ background-color: rgb(255, 102, 179);
+ }
+
+ .sheet-rolltemplate-strike .sheet-color-Willpower {
+ background-color: rgb(255, 153, 51);
+ }
+
+ .sheet-rolltemplate-strike .sheet-color-Knowledge {
+ background-color: rgb(51, 102, 255);
+ }
+
+ .sheet-rolltemplate-strike .sheet-color-Disposition {
+ background-color: rgb(142, 119, 209);
+ }
+
+ .sheet-rolltemplate-strike .sheet-color-Connection {
+ background-color: rgb(146, 51, 161);
+ }
+
+ .sheet-rolltemplate-strike .sheet-color-Instinct {
+ background-color: rgb(145, 212, 57);
+ }
+
+ .sheet-rolltemplate-strike .sheet-color-Purity {
+ background-color: rgb(2, 184, 62);
+ }
+
+ .sheet-rolltemplate-strike .sheet-color-Corruption {
+ background-color: rgb(138, 106, 106);
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll {
+ font-family: "bentonsans";
+ font-size: 20px;
+ width: 20%;
+ margin: 0px;
+ padding: 0px;
+ float: left;
+ position: relative;
+ padding-top: 4px;
+ padding-bottom: 4px;
+ text-align: center;
+ background-size: 27px;
+ background-position: center;
+ background-repeat: no-repeat;
+ }
+
+ .sheet-rolltemplate-strike .inlinerollresult {
+ background-color: transparent;
+ color: #000000;
+ border: none !important;
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[title*=">1"] {
+ color: rgb( 230 , 25 , 70 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[title*=">2"] {
+ color: rgb( 205 , 50 , 70 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[title*=">3"] {
+ color: rgb( 180 , 75 , 70 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[title*=">4"] {
+ color: rgb( 155 , 100 , 70 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[title*=">5"] {
+ color: rgb( 130 , 125 , 70 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[title*=">6"] {
+ color: rgb( 105 , 150 , 70 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[title*=">7"] {
+ color: rgb( 80 , 175 , 70 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[title*=">8"] {
+ color: rgb( 55 , 200 , 70 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[title*=">9"] {
+ color: rgb( 30 , 225 , 70 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[title*=">10"] {
+ color: rgb( 5 , 250 , 70 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[original-title*=">1"] {
+ color: rgb( 230 , 25 , 70 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[original-title*=">2"] {
+ color: rgb( 205 , 50 , 70 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[original-title*=">3"] {
+ color: rgb( 180 , 75 , 70 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[original-title*=">4"] {
+ color: rgb( 155 , 100 , 70 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[original-title*=">5"] {
+ color: rgb( 130 , 125 , 70 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[original-title*=">6"] {
+ color: rgb( 105 , 150 , 70 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[original-title*=">7"] {
+ color: rgb( 80 , 175 , 70 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[original-title*=">8"] {
+ color: rgb( 55 , 200 , 70 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[original-title*=">9"] {
+ color: rgb( 30 , 225 , 70 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-roll .inlinerollresult[original-title*=">10"] {
+ color: rgb( 5 , 250 , 70 );
+ }
+
+/* Smaller margins - remove these if you want the huge default left margin */
+.sheet-rolltemplate-strike {
+ border-style: solid;
+ border-color: black;
+ border-width: 1px;
+ }
+ .withoutavatars .sheet-rolltemplate-strike {
+ margin-left: -7px;
+ }
+
+ .sheet-rolltemplate-strike .sheet-container {
+ border: 0px;
+ border-bottom: 1px solid;
+ border-color: var(--header-bg-color);
+ }
+
+ /* Header formatting - title and subtitle */
+ .sheet-rolltemplate-strike .sheet-header {
+ text-align: center;
+ font-family: "bentonsans";
+ font-size: 20px;
+ line-height: 24px;
+ color: black;
+ font-weight: bold;
+ border-color: black;
+ border-width: 2px;
+ border-style: solid;
+ }
+ .sheet-rolltemplate-strike .sheet-subtitle {
+ font-weight: lighter;
+ font-size: 15px;
+ line-height: 17px;
+ }
+
+ .sheet-rolltemplate-strike .sheet-body {
+ height: 25px;
+ background-color: rgb( 242 , 242 , 242 );
+ }
+
+ .sheet-rolltemplate-strike .sheet-large-body {
+ height: 50px;
+ }
+
+.sheet-rolltemplate-strike .sheet-damageContainer {
+ color: black;
+ font-family: "bentonsans";
+ font-size: 20px;
+ width: 100%;
+ margin: 0px;
+ padding: 0px;
+ float: left;
+ position: relative;
+ padding-top: 5px;
+ padding-bottom: 4px;
+ text-align: center;
+ background-size: 27px;
+ background-position: center;
+ background-repeat: no-repeat;
+}
+
+.sheet-rolltemplate-strike .sheet-roll {
+ font-family: "bentonsans";
+ font-size: 20px;
+ width: 20%;
+ margin: 0px;
+ padding: 0px;
+ float: left;
+ position: relative;
+ padding-top: 4px;
+ padding-bottom: 4px;
+ text-align: center;
+ background-size: 27px;
+ background-position: center;
+ background-repeat: no-repeat;
+}
+
+.sheet-rolltemplate-strike .inlinerollresult {
+ background-color: transparent;
+ border: none !important;
+ font-size: 20px;
+}
+
+.sheet-rolltemplate-strike .sheet-result1 ~ div {
+ color: #ff0000 !important;
+}
+.sheet-rolltemplate-strike .sheet-result2 ~ div {
+ color: #ff6600 !important;
+}
+.sheet-rolltemplate-strike .sheet-result3 ~ div {
+ color: #cccc00 !important;
+}
+.sheet-rolltemplate-strike .sheet-result4 ~ div {
+ color: #33cc33 !important;
+}
+.sheet-rolltemplate-strike .sheet-result5 ~ div {
+ color: #3399ff !important;
+}
+
+.sheet-rolltemplate-strike .sheet-result1 ~ div > span {
+ color: #ff0000 !important;
+}
+.sheet-rolltemplate-strike .sheet-result2 ~ div > span {
+ color: #ff6600 !important;
+}
+.sheet-rolltemplate-strike .sheet-result3 ~ div > span {
+ color: #cccc00 !important;
+}
+.sheet-rolltemplate-strike .sheet-result4 ~ div > span {
+ color: #33cc33 !important;
+}
+.sheet-rolltemplate-strike .sheet-result5 ~ div > span {
+ color: #3399ff !important;
+}
+
+.sheet-rolltemplate-strike .sheet-color-defense-0 {
+
+}
+
+.sheet-rolltemplate-strike .sheet-color-defense-1 {
+ background-color: rgb(125, 42, 42);
+}
+
+.sheet-rolltemplate-strike .sheet-color-defense-2 {
+ background-color: rgb(102, 255, 179);
+}
+
+.sheet-rolltemplate-strike .sheet-color-defense-3 {
+ background-color: rgb(255, 255, 102);
+}
\ No newline at end of file
diff --git a/Crescent/crescent.html b/Crescent/crescent.html
new file mode 100644
index 0000000000..949467232a
--- /dev/null
+++ b/Crescent/crescent.html
@@ -0,0 +1,11643 @@
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+ Character Details
+ Combat Techniques
+ Utility Techniques
+ Equipment and Items
+ Checks and Thresholds
+ Conditions
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+ General Modifiers
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Consumables
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+ Unequip all Weapons, Shields, and Armor
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Weapons
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Armor
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+
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+
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+
+
+
+
+
+
+
+
+
+
+ Hurt - Special
+
+
+
+ Bloody - Hurt, Tier 1
+
+ Bloody has no mechanical disadvantages as a condition alone.
+
+
+
+
+ Fading - Hurt, Tier 2
+
+ Fading has no mechanical disadvantages as a condition alone.
+
+
+
+
+ Dying - Hurt, Tier 3
+
+ • You gain 1 point of Exhaustion at the start of your Turn.
+
+
+
+
+
+
+ Fatigue - Special
+
+
+
+ Tired - Fatigue, Tier 1
+
+ • -1 Die Penalty to Checks.
+
+ • -1 Tier Penalty to Thresholds.
+
+ • You have -2 Turn AP.
+
+ • Your Movement Speed is reduced by 10 ft.
+
+
+
+
+ Drained - Fatigue, Tier 2
+
+ • -2 Die Penalty to Checks.
+
+ • -2 Tier Penalty to Thresholds.
+
+ • You have -3 Turn AP.
+
+ • Your Movement Speed is reduced by 15 ft.
+
+ • You lose 2 Combat Stamina at the start of your Turn.
+
+
+
+
+
+
+ Encumberment - Special
+
+
+
+ Encumbered - Encumberment
+
+ • Your Movement Speed is reduced by 10 ft.
+
+ • For every 4 consecutive hours that you’re Encumbered, you gain 1 Exhaustion.
+
+
+
+
+
+
+
+
+
+ Fascination - Mental
+
+
+
+
+ Distracted - Fascination, Tier 1
+
+
+ • You suffer a -1 Die Penalty to Thresholds.
+
+ • You suffer -1 Turn AP.
+
+ • You lose your Focus when you gain this Condition.
+
+
+
+
+
+ Absorbed - Fascination, Tier 2
+
+
+ • You suffer a -2 Die Penalty to Thresholds.
+
+ • You suffer -2 Turn AP.
+
+ • You lose your Focus when you gain this Condition.
+
+
+
+
+
+ Captivated - Fascination, Tier 3
+
+
+ • You suffer a -3 Die Penalty to Thresholds.
+
+ • You suffer -3 Turn AP.
+
+ • You lose your Focus when you gain this Condition.
+
+
+
+
+
+
+ Feared - Mental
+
+
+
+
+ Intimidated - Feared, Tier 1
+
+
+ • You suffer a -1 Die Penalty to Checks while in vision of the Intimidator.
+
+ • Your Break Threshold is reduced by 6.
+
+
+
+
+
+ Frightened - Feared, Tier 2
+
+
+ • You suffer a -2 Die Penalty to Checks while in vision of the Intimidator.
+
+ • You cannot willingly move closer to the Creature or other source of this Condition.
+
+ • Your Break Threshold is reduced by 12.
+
+
+
+
+
+ Terrified - Feared, Tier 3
+
+
+ • You suffer a -3 Die Penalty to Checks while in vision of the Terrifier.
+
+ • If you are within vision of the Creature or other source of this Condition, you must spend all of
+ your
+ Movement moving away from them at the start of your Turn before making an Action.
+
+ • Your Break Threshold is reduced by 18.
+
+
+
+
+
+
+ Broken - Mental
+
+
+
+
+ Demoralized - Broken, Tier 1
+
+
+ • Your Break Threshold is reduced by 6.
+
+
+
+
+
+ Disheartened - Broken, Tier 2
+
+
+ • Your Break Threshold is reduced by 12.
+
+
+
+
+
+ Routed - Broken, Tier 3
+
+
+ • You must attempt to end combat in the quickest way possible. If no peaceful option is available,
+ you must
+ attempt to flee.
+
+
+
+
+
+
+
+ Immobile - Physical
+
+
+
+
+ Stuck - Immobile
+
+
+ • Your Movement Speed is reduced to 0.
+
+ • You cannot Dash.
+
+ • You cannot Dodge.
+
+ • You cannot use your Quickness Threshold.
+
+
+
+
+
+ Grabbed - Immobile
+
+
+ • Your Movement Speed is reduced to 0.
+
+ • You cannot Dash.
+
+ • You cannot Dodge.
+
+ • You suffer a -1 Die Penalty to Strike Checks.
+
+ • You suffer a -1 Die Penalty to Block and Parry Thresholds.
+
+ • You cannot use your Quickness Threshold.
+
+
+
+
+
+ Restrained - Immobile
+
+
+ • Your Movement Speed is reduced to 0.
+
+ • You cannot Dash.
+
+ • You cannot Dodge.
+
+ • You suffer a -2 Die Penalty to Strike Checks.
+
+ • You suffer a -2 Die Penalty to Block and Parry Thresholds.
+
+ • You cannot use your Quickness Threshold.
+
+
+
+
+
+
+ Unstable - Physical
+
+
+
+
+ Unbalanced - Unstable, Tier 1
+
+
+ • You suffer a -1 Tier Penalty against Actions or Reactions that would knock you Prone.
+
+ • You suffer a -1 penalty to Armor Ranking.
+
+
+
+
+
+ Prone - Unstable, Tier 2
+
+
+ • You suffer a -2 Die Penalty to Strike Checks.
+
+ • You suffer a -1 Die Penalty to Defensive Thresholds against Melee Attacks against you.
+
+ • You suffer a +1 Die Penalty to Defensive Thresholds against Ranged Attacks against you.
+
+ • You suffer a -2 Penalty to Armor Ranking.
+
+ • Your Walk Speed is reduced to half.
+
+ • You may stand by expending 15 ft of Movement for the Turn. Doing so creates an Opening.
+
+
+
+
+
+
+ Outmaneuvered - Physical
+
+
+
+
+ Invaded - Outmaneuvered
+
+
+ • You suffer a -1 Die Penalty to Strike Checks.
+
+ • You suffer a -1 Die Penalty to Block, Parry, and Dodge Thresholds.
+
+ • You suffer a -1 Penalty to Armor Ranking.
+
+ • You cannot Evade.
+
+
+
+
+
+
+
+
+ Comatose - Physical
+
+
+
+
+ Asleep - Comatose
+
+
+ • You fall Prone.
+
+ • You drop all held items.
+
+ • You are Silenced.
+
+ • You are Blinded.
+
+ • You suffer a -2 Die Penalty to Find Checks that rely on hearing.
+
+ • You cannot take any Actions or Reactions.
+
+ • Your Critical Threshold is reduced by 2.
+
+ • You cannot be affected by Fear conditions, Charm conditions, or Rage conditions.
+
+ • This condition ends when you take Damage, or if an ally within 5 ft expends 2 AP to shake you
+ awake.
+
+
+
+
+
+ Unconscious - Comatose
+
+
+ • You fall Prone.
+
+ • You are Silenced.
+
+ • You are Blinded.
+
+ • You are Deafened.
+
+ • You cannot take any Actions or Reactions.
+
+ • Your Critical Threshold is reduced by 2.
+
+ • You cannot be affected by Fear conditions, Charm conditions, or Rage conditions.
+
+
+
+
+
+
+ Attracted - Mental
+
+
+
+
+ Charmed - Attracted, Tier 1
+
+
+ • You may not intentionally do anything harmful to the Charmer, such as inflicting Damage, applying
+ Harmful
+ Conditions, or endangering them.
+
+ • You suffer a -2 Die Penalty to Strike Checks against Allies of the Charmer.
+
+ • If the Charmer deals Damage to you, this Condition ends.
+
+
+
+
+
+ Infatuated - Attracted, Tier 2
+
+
+ • You may not intentionally do anything harmful to the Charmer, such as inflicting Damage, applying
+ Harmful
+ Conditions, or endangering them.
+
+ • You suffer a -2 Die Penalty to Strike Checks against allies of the Charmer.
+
+ • If the Charmer deals Damage to you, this Condition ends.
+
+ • If you do not begin your Turn within 30 ft of the Charmer, then you must spend all possible
+ Movement to
+ reach a square within 30 ft of them.
+
+ • You must treat any creature that would attempt to harm the Charmer as an enemy.
+
+
+
+
+
+
+ Taunted - Mental
+
+
+
+
+ Provoked - Taunted
+
+
+ • All Actions you take on your Turn must target the Provoker or include the Provoker in its area.
+ If
+ you are
+ not in range to target the Provoker with anything after moving, you must spend your first Action to Dash
+ toward the Provoker.
+
+
+
+
+
+ Enraged - Taunted
+
+
+ • You treat all creatures in combat as enemies and cannot recognize friend from foe.
+
+ • You must spend your Action Points to Attack the closest conscious creature, or Dash towards a
+ creature if
+ none are within range of your movement.
+
+ • You cannot become Routed, and lose all Routed Conditions you have.
+
+
+
+
+
+
+
+
+ Troubled - Mental
+
+
+
+
+ Laughing - Troubled
+
+
+ • You suffer a -2 Die Penalty to Checks and Thresholds.
+
+ • You suffer -2 Turn AP.
+
+ • Your Break Threshold increases by 6.
+
+
+
+
+
+ Crying - Troubled
+
+
+ • You suffer a -2 Die Penalty to Checks and Thresholds.
+
+ • You suffer -2 Turn AP.
+
+ • Your Break Threshold decreases by 6.
+
+
+
+
+
+ Screaming - Troubled
+
+
+ • You suffer a -2 Die Penalty to Checks and Thresholds.
+
+ • You suffer -2 Turn AP.
+
+ • Your Break Threshold decreases by 6.
+
+
+
+
+
+ Pacified -Troubled
+
+
+ • You cannot take the Attack action.
+
+ • You cannot take the Finish action.
+
+ • You cannot willingly deal Damage to another creature.
+
+
+
+
+
+
+ Disoriented - Mental
+
+
+
+
+ Entranced - Disoriented
+
+
+ • You cannot take Actions or Reactions.
+
+ • This Condition ends when you take Damage.
+
+
+
+
+
+ Dazed - Disoriented
+
+
+ • You cannot take Reactions.
+
+ • Your Turn AP is halved.
+
+
+
+
+
+ Stunned - Disoriented
+
+
+ • You cannot take Actions or Reactions, or spend Movement.
+
+
+
+
+
+
+ Madness - Mental
+
+
+
+
+ Crazed - Madness, Tier 1
+
+
+ • When you begin your Turn, you must roll a d6. If you roll 2 or lower, you must spend half of your
+ Action
+ Points raving, and your Turn ends immediately. If you roll a 3 or higher, you may act normally.
+
+
+
+
+
+ Insane - Madness, Tier 2
+
+
+ • When you begin your Turn, you must roll a d6. If you roll 4 or lower, you must spend half of your
+ Action
+ Points raving, and your Turn ends immediately. If you roll a 5 or higher, you may act normally.
+
+
+
+
+
+
+
+
+ Impaired - Physical
+
+
+
+
+ Deafened
+
+
+ • You automatically fail anything that requires listening or coordinating.
+
+ • You cannot become Encouraged.
+
+ • You cannot benefit from or act as part of Formations.
+
+ • You cannot receive communication.
+
+
+
+
+
+ Silenced
+
+
+ • You automatically fail anything that requires speaking or coordinating.
+
+ • You cannot Encourage Creatures.
+
+ • You cannot benefit from or act as part of Formations.
+
+ • You cannot use Songs.
+
+
+
+
+
+ Blinded
+
+
+ • You cannot see.
+
+ • All creatures are considered Hidden to you.
+
+ • You cannot use Actions or Reactions that require a Target.
+
+ • You automatically fail anything that requires sight.
+
+
+
+
+
+ Nauseated
+
+
+ • You cannot willingly consume food or drink, including potions.
+
+
+
+
+
+
+ Elemental - Physical
+
+
+
+
+ Burning - Elemental
+
+
+ • You suffer Special Damage at the end of your Turn equal to 1d6 * Tier.
+
+ • Your Break Threshold is reduced by 6.
+
+ • When afflicted with Burning, a character may fall Prone and use 2 AP to remove the condition.
+ It
+ is
+ also
+ removed when exposed to at least 2 gallons of water.
+
+
+
+
+
+ Shocked - Elemental
+
+
+ • You suffer a -3 Die Penalty to your next Check. After rolling, regardless of success, this
+ condition’s
+ Tier
+ is reduced by 1.
+
+ • Your Thresholds are reduced by 2 Tiers. After an enemy uses a Check against one of your
+ Thresholds,
+ this
+ condition’s Tier is reduced by 1.
+
+ • If this condition reaches Tier 0, it ends immediately.
+
+
+
+
+
+ Chilled - Elemental
+
+
+ • Your Movement is reduced to half.
+
+ • Your Turn AP is reduced by 2.
+
+ • You lose 1 Combat Stamina at the start of your Turn.
+
+
+
+
+
+
+ Penetrated - Physical
+
+
+
+
+ Pierced - Penetrated, Tier 1
+
+
+ • You suffer a -1 Penalty to Armor Ranking.
+
+
+
+
+
+ Punctured - Penetrated, Tier 2
+
+
+ • You suffer a -2 Penalty to Armor Ranking.
+
+
+
+
+
+
+ Surprised - Mental
+
+
+
+
+ Surprised
+
+
+ • You cannot use Reactions.
+
+ • You suffer a -2 Penalty to Turn AP.
+
+ • You suffer a -15 Penalty to your Movement Speed.
+
+ • You suffer a -2 Penalty to Armor Ranking.
+
+
+
+
+
+
+
+ Attribute Impairment - Varies
+
+
+
+
+
+ Feeble - Physical Affliction
+
+
+ • You suffer a -1 Die Penalty to Strength Checks and Thresholds.
+
+ • You suffer a -1 Die Penalty to Strike Damage.
+
+
+
+
+
+ Obscured - Physical Affliction
+
+
+ • You suffer a -1 Die Penalty to Accuracy Checks and Thresholds.
+
+ • You cannot Critically Succeed Checks.
+
+
+
+
+
+ Slow - Physical Affliction
+
+
+ • You suffer a -1 Die Penalty to Quickness Checks and Thresholds.
+
+ • Your Movement is reduced to half.
+
+
+
+
+
+ Inept - Physical Affliction
+
+
+ • You suffer a -1 Die Penalty to Finesse Checks and Thresholds.
+
+ • Your first Action or Reaction on your Turn costs 1 additional AP.
+
+
+
+
+
+ Sickened - Physical Affliction
+
+
+ • You suffer a -1 Die Penalty to Vitality Checks and Thresholds.
+
+ • You suffer a -1 Penalty to your Armor Ranking.
+
+
+
+
+
+
+
+ Winded - Physical Affliction
+
+
+ • You suffer a -1 Die Penalty to Stamina Checks and Thresholds.
+
+ • You lose 1 Combat Stamina at the start of your Turn.
+
+
+
+
+
+ Flustered - Physical Affliction
+
+
+ • You suffer a -1 Die Penalty to Presence Checks and Thresholds.
+
+ • Harmful Conditions and effects that you apply last 1 less Round (Min 1).
+
+
+
+
+
+ Shaken - Mental Affliction
+
+
+ • You suffer a -1 Die Penalty to Willpower Checks and Thresholds.
+
+ • You cannot willingly create or take Openings.
+
+
+
+
+
+ Astonished - Mental Affliction
+
+
+ • You suffer a -1 Die Penalty to Knowledge Checks and Thresholds.
+
+ • You lose any Marks or Identifications you have applied, and cannot apply Marks or Identify
+ creatures.
+
+
+
+
+
+ Withdrawn - Mental Affliction
+
+
+ • You suffer a -1 Die Penalty to Disposition Checks and Thresholds.
+
+ • Beneficial Conditions and effects that you apply last 1 less Round (Min 1).
+
+
+
+
+
+
+
+ Cynical - Mental Affliction
+
+
+ • You suffer a -1 Die Penalty to Connection Checks and Thresholds.
+
+ • Your Manifestations cost 1 more Touch.
+
+
+
+
+
+ Unaware - Mental Affliction
+
+
+ • You suffer a -1 Die Penalty to Instinct Checks and Thresholds.
+
+ • Your Initiative is reduced by 1 at the start of every Round (Min 1).
+
+
+
+
+
+ Discordant - Mental Affliction
+
+
+ • You suffer a -1 Die Penalty to Purity Checks and Thresholds.
+
+ • Any healing you give or receive is reduced by 1 Die.
+
+
+
+
+
+ Guilty - Mental Affliction
+
+
+ • You suffer a -1 Die Penalty to Corruption Checks and Thresholds.
+
+ • You cannot willingly cause a Creature to begin Dying or Finish a Creature.
+
+
+
+
+
+
+
+
+
+
+ Heartened - Mental
+
+
+
+
+ Encouraged - Heartened, Tier 1
+
+
+ • You gain a +1 Die Bonus to Checks.
+
+ • You gain a +6 Bonus to your Break Threshold.
+
+
+
+
+
+ Emboldened - Heartened, Tier 2
+
+
+ • You gain a +2 Die Bonus to Checks.
+
+ • You gain a +12 Bonus to your Break Threshold.
+
+
+
+
+
+ Rallied - Heartened, Tier 3
+
+
+ • You gain a +3 Die Bonus to Checks.
+
+ • You gain a +18 Bonus to your Break Threshold.
+
+
+
+
+
+
+ Guarded - Physical
+
+
+
+
+ Protected - Guarded, Tier 1
+
+
+ • You gain a +1 Die Bonus to Thresholds.
+
+
+
+
+
+ Warded - Guarded, Tier 2
+
+
+ • You gain a +2 Die Bonus to Thresholds.
+
+
+
+
+
+ Safeguarded - Guarded, Tier 3
+
+
+ • You gain a +3 Die Bonus to Thresholds
+
+
+
+
+
+
+ Resistant - Varies
+
+
+
+
+ Vigilant - Mental Resistant
+
+
+ • You ignore the next Harmful Mental Condition applied to you. Once you do, this Condition
+ ends.
+
+
+
+
+
+ Controlled - Physical Resistant
+
+
+ • You ignore the next Harmful Physical Condition applied to you. Once you do, this Condition
+ ends.
+
+
+
+
+
+ Durable - Physical Resistant
+
+
+ • You gain +2 Armor Ranking against the next Attack. Once you do, this Condition ends.
+
+
+
+
+
+
+
+ Focused - Mental
+
+
+
+
+ Focused - Focused, Tier 1
+
+
+ • You gain a +1 Die Bonus on your next Check.
+
+ • After using this bonus, the condition ends.
+
+
+
+
+
+ Fixated - Focused, Tier 2
+
+
+ • You gain a +2 Die Bonus on your next Check.
+
+ • After using this bonus, the condition ends.
+
+
+
+
+
+
+ Prepared - Mental
+
+
+
+
+ Prepared - Prepared, Tier 1
+
+
+ • You gain a +1 Die Bonus to your next Threshold.
+
+ • After using this bonus, the condition ends.
+
+
+
+
+
+ Fortified - Prepared, Tier 2
+
+
+ • You gain a +2 Die Bonus to your next Threshold.
+
+ • After using this bonus, the condition ends.
+
+
+
+
+
+
+ Momentum - Mental
+
+
+
+
+ Offensive Momentum - Momentum
+
+
+ • You gain a +1 Die Bonus to Strike Checks.
+
+ • You gain a +1 Die Bonus to Strike Damage.
+
+ • You cannot gain Defensive Momentum.
+
+
+
+
+
+ Defensive Momentum - Momentum
+
+
+ • You gain a +1 Tier Bonus to your Thresholds for Defensive Reactions.
+
+ • You gain a +1 Bonus to your Armor Ranking.
+
+ • You cannot gain Offensive Momentum.
+
+
+
+
+
+
+
+
+ Inspired - Mental
+
+
+
+
+ Invigorated - Inspired, Tier 1
+
+
+ • You gain +1 Turn AP.
+
+ • Your Movement Speed increases by 5 ft.
+
+
+
+
+
+ Galvanized - Inspired, Tier 2
+
+
+ • You gain +2 Turn AP.
+
+ • Your Movement Speed increases by 10 ft.
+
+
+
+
+
+
+ Lithe - Physical
+
+
+
+
+ Nimble - Lithe, Tier 1
+
+
+ • You cannot be Flanked.
+
+
+
+
+
+ Agile - Lithe, Tier 2
+
+
+ • You cannot be Flanked.
+
+ • You do not create Openings.
+
+
+
+
+
+
+ Grappling - Physical
+
+
+
+
+ Grabbing - Grappling, Tier 1
+
+
+ • Your Movement Speed is reduced by 20 ft.
+
+
+
+
+
+ Pinning - Grappling, Tier 2
+
+
+ • Your Movement Speed is reduced to 0 ft.
+
+
+
+
+
+
+
+
+ Teamwork - Special
+
+
+
+
+ Teamed Up - Teamwork
+
+
+ • Teamed Up has no mechanical advantages as a condition alone.
+
+
+
+
+
+
+ Hidden - Physical
+
+
+
+
+ Hidden - Hidden
+
+
+ • Enemies are Surprised by your Actions.
+
+ • You gain a +1 Die Bonus to Initiative Checks.
+
+ • You are treated as being under Full Cover.
+
+ • See the Hidden Creatures section for more details.
+
+
+
+
+
+
+ Sturdy - Physical
+
+
+
+
+ Sturdy - Sturdy
+
+
+ • You gain +1 Armor Ranking.
+
+
+
+
+
+
+
+
+ Lucky - Special
+
+
+
+
+ Lucky - Lucky
+
+
+ • You may reroll 1 Die on your Checks.
+
+
+
+
+
+
+
+ Attribute Improvement - Varies
+
+
+
+
+
+ Powerful - Physical Improvement
+
+
+ • You gain a +1 Die Bonus to Strength Checks and Thresholds.
+
+ • You gain a +1 Die Bonus to Strike Damage.
+
+
+
+
+
+ Clear - Physical Improvement
+
+
+ • You gain a +1 Die Bonus to Accuracy Checks and Thresholds.
+
+ • You reduce the Critical Threshold of Creatures you target with your Actions and Reactions
+ by
+ 1
+ Tier.
+
+
+
+
+
+ Quick - Physical Improvement
+
+
+ • You gain a +1 Die Bonus to Quickness Checks and Thresholds.
+
+ • Your Speeds are increased by 10 ft.
+
+
+
+
+
+ Skillful - Physical Improvement
+
+
+ • You gain a +1 Die Bonus to Finesse Checks and Thresholds.
+
+ • Your first Action or Reaction on your Turn costs 1 less Action Point.
+
+
+
+
+
+ Hearty - Physical Improvement
+
+
+ • You gain a +1 Die Bonus to Vitality Checks and Thresholds.
+
+ • Your current Hit Points and maximum Hit Points are increased by 3 per Level.
+
+
+
+
+
+
+
+ Energetic - Physical Improvement
+
+
+ • You gain a +1 Die Bonus to Stamina Checks and Thresholds.
+
+ • You regain 1 Combat Stamina at the start of your Turn.
+
+
+
+
+
+ Confident - Physical Improvement
+
+
+ • You gain a +1 Die Bonus to Presence Checks and Thresholds.
+
+ • Harmful Conditions and effects that you apply last 1 more Round.
+
+
+
+
+
+ Determined - Mental Improvement
+
+
+ • You gain a +1 Die Bonus to Willpower Checks and Thresholds.
+
+ • Once per Turn, you may make an Opportunity Attack without expending AP.
+
+
+
+
+
+ Calculating - Mental Improvement
+
+
+ • You gain a +1 Die Bonus to Knowledge Checks and Thresholds.
+
+ • You gain a +1 Die Bonus to Checks made against Creature’s you’ve Identified or Marked.
+
+
+
+
+
+ Amiable - Mental Improvement
+
+
+ • You gain a +1 Die Bonus to Disposition Checks and Thresholds.
+
+ • Beneficial Conditions and effects that you apply last 1 more Round (Min 1).
+
+
+
+
+
+
+
+ Imaginative - Mental Improvement
+
+
+ • You gain a +1 Die Bonus to Connection Checks and Thresholds.
+
+ • Your Manifestations cost 1 less Touch.
+
+
+
+
+
+ Attentive - Mental Improvement
+
+
+ • You gain a +1 Die Bonus to Instinct Checks and Thresholds.
+
+ • Your Initiative is increased by 1 at the start of every Round (Max 10).
+
+
+
+
+
+ Ordained - Mental Improvement
+
+
+ • You gain a +1 Die Bonus to Purity Checks and Thresholds.
+
+ • Any healing you give or receive is increased by 1 Die.
+
+
+
+
+
+ Desecrated - Mental Improvement
+
+
+ • You gain a +1 Die Bonus to Corruption Checks and Thresholds.
+
+ • When you apply the Burning Condition, its Tier is increased by 1.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Head Wounds
+
+
+
+ Moderate Head Wound
+
+ • You suffer a -1 Die Penalty to Knowledge Checks and Thresholds.
+
+ • You are Distracted. This cannot be removed until the Wound is removed.
+
+
+
+
+ Major Head Wound
+
+ • You suffer a -2 Die Penalty to Knowledge Checks and Thresholds.
+
+ • You are Distracted. This cannot be removed until the Wound is removed.
+
+ • Any Beneficial Mental Condition you gain is lost at the end of your Turn.
+
+ • You do not gain Area of Knowledge Bonuses.
+
+
+
+
+
+
+ Chest Wounds
+
+
+
+ Moderate Chest Wound
+
+ • You suffer a -1 Die Penalty to Stamina Checks and Thresholds.
+
+ • Your maximum Combat Stamina is reduced by 2.
+
+ • Taking a Breath restores 2 less Combat Stamina.
+
+
+
+
+ Major Chest Wound
+
+ • You suffer a -2 Die Penalty to Stamina Checks and Thresholds.
+
+ • Your maximum Combat Stamina is reduced by 4.
+
+ • Taking a Breath restores 4 less Combat Stamina.
+
+
+
+
+
+
+ Gut Wounds
+
+
+
+ Moderate Gut Wound
+
+ • You suffer a -1 Die Penalty to Vitality Checks and Thresholds.
+
+ • You suffer 1 additional Die of Damage when you take Damage.
+
+
+
+
+ Major Gut Wound
+
+ • You suffer a -2 Die Penalty to Vitality Checks and Thresholds.
+
+ • You suffer 2 additional Die of Damage when you take Damage.
+
+ • Healing Potions heal half the usual amount.
+
+
+
+
+
+
+ Back Wounds
+
+
+
+ Moderate Back Wound
+
+ • You suffer a -1 Die Penalty to Finesse Checks and Thresholds.
+
+ • You are Unbalanced. This cannot be removed until the Wound is removed.
+
+ • Standing from Prone consumes 30 ft of Movement instead of 15 ft.
+
+
+
+
+ Major Back Wound
+
+ • You suffer a -2 Die Penalty to Finesse Checks and Thresholds.
+
+ • You are Unbalanced. This cannot be removed until the Wound is removed.
+
+ • Standing from Prone consumes 30 ft of Movement instead of 15 ft and consumes 2 AP.
+
+ • If you fall Prone, you suffer 4 Die of Special Damage.
+
+
+
+
+
+
+ Arm Wounds
+
+
+
+ Moderate Arm Wound
+
+ • You suffer a -1 Die Penalty to Strength Checks and Thresholds.
+
+ • You cannot add any Training Bonuses from Strength to Strike Damage.
+
+
+
+
+ Major Arm Wound
+
+ • You suffer a -2 Die Penalty to Strength Checks and Thresholds.
+
+ • You cannot add any Training Bonuses from Strength to Strike Damage.
+
+ • You suffer 2 Die of Special Damage whenever you roll Strike Damage.
+
+
+
+
+
+
+ Hand Wounds
+
+
+
+ Moderate Hand Wound
+
+ • You suffer a -1 Die Penalty to Finesse Checks and Thresholds.
+
+ • You suffer a 1 Die of Special Damage when you use an Attack Technique, Block Technique, or
+ Parry
+ Technique.
+
+
+
+
+ Major Hand Wound
+
+ • You suffer a -2 Die Penalty to Finesse Checks and Thresholds.
+
+ • You cannot hold items in the Wounded hand.
+
+
+
+
+
+
+ Leg Wounds
+
+
+
+ Moderate Leg Wound
+
+ • You suffer a -1 Die Penalty to Quickness Checks and Thresholds.
+
+ • You do not gain Bonuses to Movement Speed from Quickness Training.
+
+
+
+
+ Major Leg Wound
+
+ • You suffer a -2 Die Penalty to Quickness Checks and Thresholds.
+
+ • You do not gain Bonuses to Movement Speed from Quickness Training.
+
+ • Your Movement Speed and Dash Speed are reduced by 15 ft.
+
+ • You suffer 2 Die of Damage when you Dash.
+
+ • If both your legs suffer a Major Wound, your Movement Speed and Dash Speed are reduced to 5
+ ft.
+
+
+
+
+
+
+ Foot Wounds
+
+
+
+ Moderate Foot Wound
+
+ • You suffer a -1 Die Penalty to Quickness Checks and Thresholds.
+
+ • When you fail to Block, Parry, or Dodge an Attack, you suffer 1 Die of Special Damage and
+ fall
+ Prone.
+
+
+
+
+ Major Foot Wound
+
+ • You suffer a -2 Die Penalty to Quickness Checks and Thresholds.
+
+ • You suffer 2 Die of Special Damage when you Jump, Tumble, Withdraw, Invade, or Dodge.
+
+ • When you fail to Block, Parry, or Dodge an Attack, you suffer 2 Die of Special Damage.
+
+
+
+
+
+
+ Eye Wounds
+
+
+
+ Moderate Eye Wound
+
+ • You suffer a -1 Die Penalty to Accuracy Checks and Thresholds.
+
+ • You treat all enemies as being in Low Cover.
+
+
+
+
+ Major Eye Wound
+
+ • You suffer a -2 Die Penalty to Accuracy Checks and Thresholds.
+
+ • You are Blind. This cannot be removed until the Wound is removed.
+
+
+
+
+
+
+ Ear Wounds
+
+
+
+ Moderate Ear Wound
+
+ • You suffer a -1 Die Penalty to Disposition Checks and Thresholds.
+
+ • You cannot be Encouraged by allies further than 10 ft away from you.
+
+
+
+
+ Major Ear Wound
+
+ • You suffer a -2 Die Penalty to Disposition Checks and Thresholds.
+
+ • You are Deaf. This cannot be removed until the Wound is removed.
+
+
+
+
+
+
+ Jaw Wounds
+
+
+
+ Moderate Jaw Wound
+
+ • You suffer a -1 Die Penalty to Presence Checks and Thresholds.
+
+ • You cannot Distract or Intimidate enemies further than 10 ft away from you.
+
+
+
+
+ Major Jaw Wound
+
+ • You suffer a -2 Die Penalty to Presence Checks and Thresholds.
+
+ • You are Mute. This cannot be removed until the Wound is removed.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Afraid
+
+
+ ⤰ Comforted, Courageous
+
+
+ Roleplay
+
+ "Something has put you on edge. You may seek to find a way to abate your fear, or to escape from
+ it
+ entirely. While in this state, you’re less likely to act with bravery or brashness, and more
+ likely
+ to
+ act
+ with caution or paranoia."
+
+
+
+
+ Out of Combat
+
+ • You suffer a -1 Die Penalty to Willpower Checks.
+
+
+
+ Enter Combat
+
+ • You become Frightened by the source of your fear, or by the nearest Enemy at the GM’s
+ discretion,
+ for 2 Turns.
+
+
+
+
+
+
+ Ashamed
+
+
+ ⤰ Righteous
+
+
+ Roleplay
+
+ "You know that you’ve said or committed some wrong, and you feel bad about it–or at the very least
+ you
+ fear whatever reprisal it demands. Your guilt may drive you to seek to make amends for your
+ previous
+ actions or attempt to hide them away completely. It also exacerbates your nervous tics and
+ habits."
+
+
+
+
+ Out of Combat
+
+ • You suffer a -1 Die Penalty to Corruption Checks.
+
+ • You Suffer a -2 Die Penalty to Checks made to hide your Habits.
+
+
+
+ Enter Combat
+
+ • You are Guilty for 2 Turns.
+
+
+
+
+
+
+ Awed
+
+
+ ⤰ Bored
+
+
+ Roleplay
+
+ "Something amazing just happened. Perhaps you met someone you’d only heard stories of, or
+ witnessed
+ something you’d scarcely considered possible. With this event comes a mixture of wonder and fear
+ at
+ what
+ could happen next. You may feel insignificant and weak in comparison to this happening, but you
+ find
+ it
+ impossible not to appreciate its grandeur."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Connection Checks.
+
+ • You suffer a -1 Die Penalty to Thresholds that include Willpower.
+
+
+
+ Enter Combat
+
+ • You cannot Doubt for 2 Turns.
+
+ • You are Imaginative for 2 Turns.
+
+
+
+
+
+
+
+
+ Bored
+
+
+ ⤰ Awed, Creative
+
+
+ Roleplay
+
+ "Your experience lately has failed to capture your attention, leaving you in a state of boredom.
+ You
+ may
+ feel compelled to do something against your better judgement, simply to stave off monotony. If
+ left
+ in
+ boredom for too long, you’re sure to be lacking energy when you’re called back to action."
+
+
+
+
+ Out of Combat
+
+ • You suffer a -1 Die Penalty to Connection and Stamina Checks.
+
+
+
+ Enter Combat
+
+ • You cannot use Techniques on the first Round of Combat.
+
+
+
+
+
+
+ Calm
+
+
+ ⤰ Excited
+
+
+ Roleplay
+
+ "You feel at ease in your surroundings, like a stone in a pond. You could wait for hours without
+ worry,
+ and perhaps even stand stalwart at the arc of a blade."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Stamina and Willpower Checks.
+
+
+
+ Enter Combat
+
+ • At the start of Combat, you become immune to Mental Conditions for 2 Turns.
+
+
+
+
+
+
+ Cautious
+
+
+ ⤰ Trusting, Comforted
+
+
+ Roleplay
+
+ "You’re uncertain of how things will play out, and that uncertainty has put you on edge. You’re
+ wary
+ of
+ whatever situation you’re about to walk or talk your way into, and if you’ve been speaking with
+ another
+ you take whatever they say and do with a grain of salt, looking for flaws or inconsistencies in
+ their
+ speech, attitude, or story even if there are none to find. "
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Instinct Checks and Disposition Checks made to discern lies.
+
+ • You suffer a -1 Penalty to Disposition Checks not made to discern lies.
+
+ • You gain a +1 Die Bonus to your Thresholds that include Instinct or Disposition.
+
+
+
+ Enter Combat
+
+ • You are Withdrawn for 2 Turns.
+
+ • You cannot be Surprised before your first Turn.
+
+
+
+
+
+
+
+
+ Charitable
+
+
+ ⤰ Trusting, Comforted
+
+
+ Roleplay
+
+ "Your own time and belongings seem suddenly less important than the wellbeing of those in need.
+ You
+ find
+ yourself aiding those that you would have usually not, perhaps even including those who had
+ annoyed
+ or
+ done you wrong in the past. If someone needs a shoulder to cry on, or some assistance out of a
+ dark
+ place,
+ you’d be loath to hold it from them."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Disposition and Purity Checks.
+
+
+
+ Enter Combat
+
+ • You may Encourage an Ally before rolling Initiative.
+
+
+
+
+
+
+ Comforted
+
+
+ ⤰ Uncomfortable
+
+
+ Roleplay
+
+ "You feel soothed and at home, even if you’d never had one. Your worries begin to melt away and
+ you’re
+ wrapped up in a blanket of safety. While this may help to alleviate your fear, sometimes it is
+ dread
+ that
+ saves your life."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Willpower Checks.
+
+ • You suffer a -1 Die Penalty to Instinct Checks.
+
+
+
+ Enter Combat
+
+ • You are Protected for 2 Turns.
+
+
+
+
+
+
+ Companionable
+
+
+ ⤰ Indignant
+
+
+ Roleplay
+
+ "You feel especially close to those around you and temporarily put aside all of your past
+ quarrels.
+ Conversation with them seems more meaningful, and plans may be made to share more time together.
+ Your
+ disposition may even make you more willing to meet new friends and begin new journeys with them."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Disposition Checks.
+
+
+
+ Enter Combat
+
+ • You are Amiable for 2 Turns.
+
+
+
+
+
+
+
+
+ Competitive
+
+
+ ⤰ Embarrassed
+
+
+ Roleplay
+
+ "You want to win. Even if you would normally consider such a thought below you, your ego has been
+ stoked
+ and you have personal stakes in your victory. Your competitive nature may be in good fun or have
+ more
+ serious and personal implications."
+
+
+
+
+ Out of Combat
+
+ • At any point while you are Competitive, you may gain a +2 Die Bonus on a Check that would
+ help
+ you
+ succeed in your competition.
+
+
+
+ Enter Combat
+
+ • You are Encouraged for 2 Turns.
+
+
+
+
+
+
+ Concentrated
+
+
+ ⤰ Confused, Inattentive
+
+
+ Roleplay
+
+ "You’re focused on completing whatever tasks and challenges have been set before you. You may
+ experience
+ a
+ heightened sense of awareness or single-minded determination when it comes to achieving your goal,
+ and
+ learning and recalling information comes more easily to you."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Knowledge Checks.
+
+ • You gain a +1 Die Bonus on consecutive Checks of the same Attribute. This bonus persists
+ for
+ the
+ same Checks beyond the second, but does not stack.
+
+
+
+ Enter Combat
+
+ • You cannot become Distracted for 2 Turns.
+
+ • You are Focused.
+
+
+
+
+
+
+ Confused
+
+
+ ⤰ Concentrated
+
+
+ Roleplay
+
+ "Something is perplexing you, or perhaps you’re simply not entirely in your right state of mind.
+ You
+ may
+ seek to rectify your confusion by figuring out the answer to what’s caused it, or choose to revel
+ in
+ the
+ chaos it has created in or around you. Confusion can be incited by a panicked or tumultuous
+ situation,
+ but
+ it can also be a source of motivation for learning and creativity."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die bonus to Connection Checks.
+
+ • You Suffer a -1 Die Penalty to Knowledge Checks.
+
+
+
+ Enter Combat
+
+ • You are Crazed for 2 Turns.
+
+
+
+
+
+
+
+
+ Courageous
+
+
+ ⤰ Afraid
+
+
+ Roleplay
+
+ "You feel filled to the brim with bravery and confidence. No obstacle, known or unknown, Mortal or
+ natural, can stop you from achieving your goals. You radiate an aura of assurance, and may be a
+ beacon
+ for
+ others. Sometimes, however, courage can dull your sense of caution and cause you to act
+ recklessly."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Willpower Checks.
+
+ • You gain a +1 Die Bonus to your Thresholds that include Willpower.
+
+ • You suffer a -1 Die Penalty to your Instinct Checks.
+
+ • You suffer a -1 Die Penalty to your Thresholds that include Instinct.
+
+
+
+ Enter Combat
+
+ • You are immune to the first Fear Condition you’re inflicted with.
+
+ • You are Quick for 2 Turns.
+
+ • You are Taunted by the nearest Enemy for 1 Turn.
+
+
+
+
+
+
+ Creative
+
+
+ ⤰ Bored
+
+
+ Roleplay
+
+ "Your mind has been opened and captivated by a brand new sensation or idea. It’s changed your
+ thinking
+ toward the whimsical, allowing your mind to dream of new realities and ideas. You may feel the
+ urge
+ to
+ act
+ on your inspirations, creating art to capture your imagination, or writing them down in great
+ detail
+ for
+ the future. Eventually, you will have to return to a more strict reality, but, for the time being,
+ you
+ are
+ free to explore an explosion of thought."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Connection Checks.
+
+
+
+ Enter Combat
+
+ • You are Imaginative for 2 Turns.
+
+ • You may choose a Connection Technique that is of a Level you could learn, and may use it
+ until
+ the
+ end of Combat. You do not need to meet the Technique’s Attribute Requirements.
+
+
+
+
+
+
+ Disgusted
+
+
+ ⤰ Comforted, Romantic
+
+
+ Roleplay
+
+ "Your stomach begins to turn and twist inside you, threatening to bring you to your knees. It’s
+ all
+ you
+ can do to avoid retching, and may be beyond you to act as usual. Whether it be caused by filth or
+ gore,
+ your thoughts will surely gravitate towards an escape."
+
+
+
+
+ Out of Combat
+
+ • You suffer a -1 Die Penalty to Vitality Checks.
+
+
+
+ Enter Combat
+
+ • You are Sickened for 2 Turns.
+
+
+
+
+
+
+
+
+ Embarrassed
+
+
+ ⤰ Competitive
+
+
+ Roleplay
+
+ "Whether caused by your own mistake or forced into existence by the reprimand or joke of another,
+ you’ve
+ begun to feel ashamed of yourself. This shame calls each of your actions into question, and may
+ make
+ you
+ avoid acting in another way that might be seen strangely. It may be difficult to break out of a
+ cycle
+ of
+ embarrassment or shame without leaving the situation entirely."
+
+
+
+
+ Out of Combat
+
+ • You suffer a -1 Die Penalty to Presence Checks.
+
+ • You suffer a -1 Die Penalty to your Thresholds that include Willpower.
+
+
+
+ Enter Combat
+
+ • You cannot take the Distract Action for 2 Turns.
+
+ • You are Withdrawn for 2 Turns.
+
+
+
+
+
+
+ Enamoured
+
+
+ ⤰ Frustrated
+
+
+ Roleplay
+
+ "Someone or something has caught your eye, and perhaps your heart as well. In order to win their
+ affection, you might perform acts you would normally consider reckless or below you. While thusly
+ captivated, base desire may override your common sense and have you seeing hearts instead of
+ daggers."
+
+
+
+
+ Out of Combat
+
+ • You suffer a -1 Die Penalty to Willpower and Instinct Checks.
+
+ • You suffer a -1 Die Penalty to your Thresholds that include Willpower.
+
+ • You gain a +1 Die Bonus to Presence Checks.
+
+ • If a Creature has Enamoured you, you must attempt to support them without sacrificing your
+ own
+ goals and morals.
+
+
+
+ Enter Combat
+
+ • You are Charmed by the Creature that Enamored you, if they are present, for 2 Turns.
+
+
+
+
+
+
+ Excited
+
+
+ ⤰ Calm
+
+
+ Roleplay
+
+ "There is something that has caught and held your attention in rapt anticipation. You can think of
+ little
+ else other than the arrival of this thing, and eagerly jump at the thought of it. While this may
+ put
+ a
+ skip in your step, it may be difficult to exercise patience."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Quickness Checks.
+
+ • You suffer a -1 Die Bonus to Stamina Checks.
+
+ • You gain a pool of 3 Die that can be added to any Check that would speed up or help realize
+ the
+ target of your Excitement.
+
+ • This Status ends when the target of your Excitement takes place.
+
+
+
+ Enter Combat
+
+ • You are Quick for 2 Turns.
+
+
+
+
+
+
+
+
+ Fierce
+
+
+ ⤰ Nervous
+
+
+ Roleplay
+
+ "Aggressive and alert, you’re ready to act at the drop of a hat. Your intensity may come across in
+ brash
+ words or in stoic silence, but it’s apparent to anyone who sees you that you’re prepared for
+ whatever
+ conflict awaits you."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus on Strength and Instinct Checks.
+
+ • You suffer a -1 Die Penalty on Presence and Disposition Checks.
+
+
+
+ Enter Combat
+
+ • You are Powerful for 2 Turns.
+
+
+
+
+
+
+ Frustrated
+
+
+ ⤰ Enamored
+
+
+ Roleplay
+
+ "Something has rubbed you the wrong way. Perhaps your companions said something that offended you,
+ or
+ you’ve found yourself in a situation without a clear or easy resolution. Whatever the reason, your
+ disposition makes it harder for others to talk to you, and makes you less likely to want to
+ listen."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Corruption Checks.
+
+ • You suffer a -1 Die Penalty to Disposition Checks when your target doesn’t share the same
+ source
+ of
+ Frustration.
+
+
+
+ Enter Combat
+
+ • You are Withdrawn for 2 Turns.
+
+ • You gain a +1 Die Bonus to Strike Checks against the source of your Frustration for 2
+ Turns.
+
+
+
+
+
+
+ Hateful
+
+
+ ⤰ Charitable, Protective
+
+
+ Roleplay
+
+ "You’re filled to the brim with venomous anger whether out of petty spite, vengeance, or righteous
+ fury.
+ You’ve reached the point where very little will stop you from seeking to do harm to the source of
+ your
+ hatred. While many resort first to physical violence, those crafty enough, or spiteful enough, may
+ seek
+ a
+ longer and more subversive means of acting upon their hatred."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Corruption Checks.
+
+ • When encountering the source of your Emotion, you must succeed a Willpower Check (Tough) or
+ be
+ forced to act upon your hatred immediately.
+
+
+
+ Enter Combat
+
+ • You are Desecrated for 2 Turns.
+
+ • If the source of your Emotion is in Combat with you, you are Provoked by them at the Start
+ of
+ Combat until Combat ends.
+
+
+
+
+
+
+
+
+ Inattentive
+
+
+ ⤰ Concentrated
+
+
+ Roleplay
+
+ "You’re in a state where you miss details you might otherwise catch. You may be distracted, tired,
+ or
+ otherwise preoccupied."
+
+
+
+
+ Out of Combat
+
+ • You suffer a -2 Die Penalty to Find Checks.
+
+
+
+ Enter Combat
+
+ • You are Unaware for 2 Turns.
+
+
+
+
+
+
+ Indignant
+
+
+ ⤰ Companionable
+
+
+ Roleplay
+
+ "You disagree with the way you were treated, and, while you may not feel compelled to act on your
+ annoyance, you aren’t likely to hold back in voicing it. This disagreement might carry further
+ into
+ an
+ abrasiveness that makes it difficult for you to agree with others or cede points."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Willpower Checks.
+
+ • You suffer a -1 Die Penalty to Disposition Checks.
+
+ • You cannot learn new Techniques or Areas of Knowledge.
+
+
+
+ Enter Combat
+
+ • You are Confident for 2 Turns.
+
+
+
+
+
+
+ Joyful
+
+
+ ⤰ Morose
+
+
+ Roleplay
+
+ "Your heart and mind feel light and free of burdens. Quick to smile and slow to anger, you may
+ find
+ yourself a source of good cheer for others."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Presence and Disposition Checks.
+
+
+
+ Enter Combat
+
+ • You are Encouraged for 2 Turns.
+
+
+
+
+
+
+
+ Morose
+
+
+ ⤰ Joyful
+
+
+ Roleplay
+
+ "Life has taken a turn for the worse, and you feel as if it won’t improve anytime soon. Friends
+ and
+ family
+ may seem suddenly more distant, causing a sense of loneliness. If left to wallow in your sadness
+ for
+ too
+ long, you could seem a shell of your past self, devoid of joy."
+
+
+
+
+ Out of Combat
+
+ • You suffer a -1 Die Penalty to Presence and Disposition Checks.
+
+ • You suffer a -1 Die Penalty to your Mental Thresholds.
+
+
+
+ Enter Combat
+
+ • You are Demoralized for 2 Turns.
+
+ • You cannot be Encouraged for 2 Turns.
+
+
+
+
+
+
+ Nervous
+
+
+ ⤰ Fierce
+
+
+ Roleplay
+
+ "You feel fidgety and anxious. Perhaps you’re waiting for something to happen, or you don’t feel
+ comfortable in your situation. While your nerves may hinder your ability to speak and present
+ yourself
+ competently, they can still serve you well in times of need."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Instinct Checks.
+
+ • You suffer a -1 Die Penalty to Presence Checks.
+
+
+
+ Enter Combat
+
+ • You gain a +1 Die Bonus to your Initiative Check.
+
+ • You are Flustered for 2 Turns.
+
+
+
+
+
+
+ Protective
+
+
+ ⤰ Hateful
+
+
+ Roleplay
+
+ "The weight of something very important has fallen into your hands, and you feel the urge to keep
+ it
+ safe.
+ Though it might put your own life in danger, your desire to protect may outweigh your own safety.
+ It's
+ certainly a question you must pose to yourself whenever you place yourself as a shield before
+ those
+ that
+ would seek to do your ward harm."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Purity and Willpower Checks.
+
+ • You must seek to protect the source of your Protectiveness, though you don’t need to risk
+ your
+ life
+ or status to do so.
+
+
+
+ Enter Combat
+
+ • Taking the Protect Action costs 1 less Action Point for 2 Turns.
+
+
+
+
+
+
+
+
+ Righteous
+
+
+ ⤰ Ashamed
+
+
+ Roleplay
+
+ "You’ve acted in line with your values, and feel confident in the results. You can turn away any
+ criticism
+ leveled against you by citing the morality behind your actions. If this angers others, it is
+ surely
+ to
+ do
+ with a failure of understanding on their part."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Purity Checks.
+
+
+
+ Enter Combat
+
+ • You are Ordained for 2 Turns.
+
+
+
+
+
+
+ Romantic
+
+
+ ⤰ Disgusted
+
+
+ Roleplay
+
+ "You feel particularly charming. Whether there’s something in the air or you’re simply a skilled
+ actor,
+ you move and speak with confidence in a way that may seem superfluous or embarrassing under normal
+ circumstances. With your feelings you may be seeking to woo someone, or just find yourself caught
+ up
+ in
+ a
+ moment."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus on Presence Checks.
+
+ • At any time while you are Romantic, you may gain a +2 Die Bonus on a Check that would help
+ you
+ interact with a Mortal who is attracted to you.
+
+
+
+ Enter Combat
+
+ • You may attempt to Distract a Creature after Initiative is rolled but before Combat starts.
+
+
+
+
+
+
+ Trusting
+
+
+ ⤰ Cautious
+
+
+ Roleplay
+
+ "You feel secure in your knowledge of how things should play out in your head. You have a clear
+ idea
+ of
+ what should happen with no reason to doubt that it will. If you’ve been speaking with another,
+ they
+ come
+ across to you as reliable and honest, and you may be more willing to give them the benefit of the
+ doubt."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Purity Checks and Disposition Checks not made to discern lies.
+
+ • You suffer a -1 Die Penalty to Checks made to discern lies.
+
+ • You suffer a -1 Die Penalty to your Thresholds that include Instinct or Disposition.
+
+
+
+ Enter Combat
+
+ • You are Amiable for 2 Turns.
+
+
+
+
+
+
+
+
+ Uncomfortable
+
+
+ ⤰ Comforted
+
+
+ Roleplay
+
+ "Something has caused a deal of discomfort for you. Whether it be the intensity of a person’s
+ stare
+ or
+ the
+ return to a location of personal difficulty, you’re beginning to feel that you should be
+ elsewhere.
+ Every
+ moment you remain, you experience a lingering dread and anxiety. Even your body begins to feel a
+ bit
+ stiff."
+
+
+
+
+ Out of Combat
+
+ • You suffer a -1 Die Penalty to Finesse and Presence Checks.
+
+
+
+ Enter Combat
+
+ • You are Distracted for 2 Turns.
+
+
+
+
+
+
+
+
+
+
+
+
+ Alert
+
+
+ ⤰ Drowsy
+
+
+ Roleplay
+
+ "Your senses of perception feel heightened, warding away weariness and distraction. Your senses
+ might
+ be
+ more finely tuned due to the threat of danger or simply because you are in tune with your
+ surroundings,
+ but you feel more keenly aware of the going-ons around you than usual."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus on Accuracy, Stamina, and Instinct Checks.
+
+
+
+ Enter Combat
+
+ • You gain a +2 Die Bonus to your Initiative Check.
+
+
+
+
+
+
+ Appareled
+
+
+ ⤰ Disheveled
+
+
+ Roleplay
+
+ "You look particularly well put together or fashionable. You and your clothes may be spotless and
+ perfectly presented, or you may simply wear your flaws well. Whether you look professional,
+ attractive,
+ or
+ just unique, your appearance catches the eyes of others and may even be a source of confidence for
+ you."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Presence Checks.
+
+ • You gain a +1 Die Bonus to non-Presence Checks when interacting with Nobles and Merchants.
+
+
+
+ Enter Combat
+
+ • You are Confident for 2 Turns.
+
+
+
+
+
+
+ Clumsy
+
+
+ ⤰ Graceful
+
+
+ Roleplay
+
+ "You feel off balance and uncoordinated. You may find that your movements are particularly awkward
+ or
+ ungainly, and even if you might be aware of whatever issue is plaguing you, you don’t possess the
+ motor
+ skills to correctly tell your body what to do."
+
+
+
+
+ Out of Combat
+
+ • You suffer a -1 Die Penalty to Presence and Finesse Checks.
+
+ • You suffer a -1 Die Penalty to your Thresholds that include Finesse.
+
+
+
+ Enter Combat
+
+ • You are Inept for 2 Turns.
+
+
+
+
+
+
+
+
+ Cramped
+
+
+ ⤰ Refreshed
+
+
+ Roleplay
+
+ "A part of your body aches with a persistent soreness. In this state, overexerting yourself can be
+ painful, and may warrant a search for respite from your injuries."
+
+
+
+
+ Out of Combat
+
+ • You suffer a -1 Die Penalty on Physical Checks.
+
+ • If this Cramp is not tended to for a week, it becomes a Wound.
+
+
+
+ Enter Combat
+
+ • You suffer a -1 Die Penalty to Physical Checks for 2 Turns.
+
+ • If you fail a Physical Check on your first Turn in Combat, you become Inept for 2 Turns.
+
+
+
+
+
+
+ Disheveled
+
+
+ ⤰ Appareled
+
+
+ Roleplay
+
+ "Your appearance is in a state of disarray. Perhaps your clothes were damaged or destroyed, you’re
+ covered
+ in grime or soot, or you just woke up on the wrong side of the bed. Regardless to others you may
+ look
+ unprofessional, unappealing, or simply foolish. Your appearance may be a sore spot for you, or you
+ may
+ simply not care or be unaware of how your looks are affecting how others perceive you."
+
+
+
+
+ Out of Combat
+
+ • You suffer a -1 Die Penalty to Presence Checks.
+
+ • You suffer a -1 Die Penalty to non-Presence Check when interacting with Nobles and
+ Merchants.
+
+
+
+ Enter Combat
+
+ • You are Flustered for 2 Turns.
+
+
+
+
+
+
+ Drowsy
+
+
+ ⤰ Alert
+
+
+ Roleplay
+
+ "You feel on the verge of sleep, nearly slipping back into unconsciousness. Your eyes grow weary
+ and
+ wish
+ to close. In this state, it’s difficult to stay vigilant even in dangerous situations."
+
+
+
+
+ Out of Combat
+
+ • You suffer a -1 Die Penalty on Accuracy, Stamina, and Instinct Checks.
+
+
+
+ Enter Combat
+
+ • You are Obscured for 2 Turns.
+
+ • You are Unaware for 2 Turns.
+
+
+
+
+
+
+
+
+ Drunk
+
+
+ ⤰ Sober
+
+
+ Roleplay
+
+ "You’ve had too much to drink and it’s made you drunk. Past the point of mere tipsiness, you’re so
+ drunk
+ that your speech may be slurred, movement and thought processes impaired. Perhaps you’ll wake up
+ with
+ a
+ splitting headache without a memory of the night before at all."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Willpower Checks.
+
+ • You suffer a -1 Die Penalty to Finesse and Accuracy Checks.
+
+ • You suffer a -1 Die Penalty to your Thresholds that include Finesse or Accuracy.
+
+
+
+ Enter Combat
+
+ • You are Sturdy for 2 Turns.
+
+ • You are Determined for 2 Turns.
+
+ • You suffer a -1 Die Penalty to all Checks for 2 Turns.
+
+
+
+
+
+
+ Empowered
+
+
+ ⤰ Enfeebled
+
+
+ Roleplay
+
+ "Your body feels lighter and stronger than usual. You can lift things with ease that you might
+ normally
+ struggle with, and your body tingles with energy."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Strength and Stamina Checks.
+
+
+
+ Enter Combat
+
+ • You are Powerful for 2 Turns.
+
+ • You are Energetic for 2 Turns.
+
+
+
+
+
+
+ Enfeebled
+
+
+ ⤰ Empowered
+
+
+ Roleplay
+
+ "Your muscles feel weak. Actions you normally wouldn’t think about, like swinging a sword or
+ lifting
+ your
+ possessions, require a thoughtful degree of exertion and leave you feeling tired."
+
+
+
+
+ Out of Combat
+
+ • You suffer a -1 Die Penalty to Strength Checks.
+
+ • You gain a -1 Die Bonus to Stamina Checks.
+
+
+
+ Enter Combat
+
+ • You are Feeble for 2 Turns.
+
+ • You are Winded for 2 Turns.
+
+
+
+
+
+
+
+
+ Freezing
+
+
+ ⤰ Withering
+
+
+ Roleplay
+
+ "You’re so cold that you have difficulty moving your body. Your limbs are either numb or so cold
+ that
+ they
+ hurt. You can feel yourself being slower and clumsier, and if you don’t find shelter you could be
+ in
+ danger of hypothermia."
+
+
+
+
+ Out of Combat
+
+ • You suffer a -1 Die Penalty to Vitality and Quickness Checks.
+
+ • You suffer a -1 Die Penalty to your Thresholds that include Vitality or Quickness.
+
+
+
+ Enter Combat
+
+ • You are Slowed for 2 Turns.
+
+
+
+
+
+
+ Graceful
+
+
+ ⤰ Clumsy
+
+
+ Roleplay
+
+ "Your movements are refined and purposeful. They come more naturally to you, even when they
+ normally
+ might
+ not. Your body acts in a way that is instinctual and often beautiful to behold, whether you be on
+ a
+ stage
+ or on a battlefield."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Quickness and Finesse Checks.
+
+ • You gain a +1 Die Bonus to your Thresholds that include Quickness or Finesse.
+
+
+
+ Enter Combat
+
+ • You are Skilled for 2 Turns.
+
+ • You are Quick for 2 Turns.
+
+
+
+
+
+
+ Injured
+
+
+ ⤰ Limber
+
+
+ Roleplay
+
+ "You’ve sustained some sort of grievous and persistent injury. Whether to an extremity or a vital,
+ it’s
+ affecting your ability to perform even basic tasks without suffering excruciating pain. Without
+ proper
+ care and attention, your injury could cause serious risks to your health."
+
+
+
+
+ Out of Combat
+
+ • You suffer a -1 Die Penalty to Physical Checks.
+
+ • When you fail a Physical Check you take 1d6 Special Damage.
+
+
+
+ Enter Combat
+
+ • For 2 Turns, whenever you take Damage you suffer an additional Die of Damage.
+
+
+
+
+
+
+
+
+ Limber
+
+
+ ⤰ Injured
+
+
+ Roleplay
+
+ "Your muscles and bones feel pliant and flexible. You feel like you could move more quickly and
+ efficiently than normal. You feel confident that you can take wounds better than you normally
+ might
+ be
+ able to."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Finesse and Quickness Checks.
+
+ • Damage you take from environmental hazards such as weather, traps, and falling, is reduced
+ by
+ 1
+ Die.
+
+
+
+ Enter Combat
+
+ • You are Invigorated for 2 Turns.
+
+
+
+
+
+
+ Refreshed
+
+
+ ⤰ Cramped
+
+
+ Roleplay
+
+ "Taking a moment to ponder your problems or relieve yourself of ailments leaves you feeling like a
+ new
+ person, unburdened from your worries. For some time, you may feel ready again to face your woes."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Stamina Checks.
+
+ • Once while Refreshed, you may gain a +2 Die Bonus to a Mental Check.
+
+
+
+ Enter Combat
+
+ • You are Energetic for 2 Turns.
+
+
+
+
+
+
+ Sickly
+
+
+ ⤰ Vigorous
+
+
+ Roleplay
+
+ "A general sense of malaise hangs over you, causing you to feel physically ill. Your body is tired
+ in
+ the
+ way that often accompanies a cold or flu, and you may prefer to be sleeping than doing much of
+ anything
+ else."
+
+
+
+
+ Out of Combat
+
+ • You suffer a -1 Die Penalty to Stamina and Vitality Checks.
+
+
+
+ Enter Combat
+
+ • You are Sickened for 2 Turns.
+
+
+
+
+
+
+
+
+ Sober
+
+
+ ⤰ Drunk
+
+
+ Roleplay
+
+ ""
+
+
+
+
+ Out of Combat
+
+ • This status has no effects.
+
+
+
+ Enter Combat
+
+ • This status has no effects.
+
+
+
+
+
+
+ Starved
+
+
+ ⤰ Stuffed
+
+
+ Roleplay
+
+ "You’re famished to the point that it begins to hurt. You feel weak with hunger to the point where
+ you
+ feel like you might do anything for a meal."
+
+
+
+
+ Out of Combat
+
+ • You suffer a -1 Die Penalty to Vitality and Willpower Checks.
+
+ • You suffer a -1 Die Penalty to your Thresholds that include Vitality or Willpower.
+
+
+
+ Enter Combat
+
+ • You are Sickened for 2 Turns.
+
+
+
+
+
+
+ Stuffed
+
+
+ ⤰ Starved
+
+
+ Roleplay
+
+ "You’ve eaten too much and you feel like you’re on the verge of bursting. While you feel heartily
+ full,
+ you may struggle to move with the same speed that you normally would."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Vitality Checks.
+
+ • You suffer a -1 Die Penalty to Quickness and Finesse Checks.
+
+
+
+ Enter Combat
+
+ • You are Slowed for 2 Turns.
+
+ • You are Hearty for 2 Turns.
+
+
+
+
+
+
+
+
+ Vigorous
+
+
+ ⤰ Sickly
+
+
+ Roleplay
+
+ "Your body feels energized and healthy. You feel like you could run further and fight longer than
+ before.
+ You may look for a way to expend your flourishing energy rather than sitting around idly."
+
+
+
+
+ Out of Combat
+
+ • You gain a +1 Die Bonus to Stamina and Vitality Checks.
+
+
+
+ Enter Combat
+
+ • You are Hearty for 2 Turns.
+
+ • You are Energetic for 2 Turns.
+
+
+
+
+
+
+ Withering
+
+
+ ⤰ Freezing
+
+
+ Roleplay
+
+ "You’re so hot that you’re having difficulty breathing. You may be sticky with sweat, and the
+ slightest
+ exertion only makes you feel worse. You might worry about passing out or having a heat stroke if
+ things
+ continue."
+
+
+
+
+ Out of Combat
+
+ • You suffer a -1 Die Penalty to Stamina Checks.
+
+ • You suffer a -1 Die Penalty to your Thresholds that include Stamina.
+
+
+
+ Enter Combat
+
+ • You are Winded for 2 Turns.
+
+
+
+
+
+
+
+
+
+
+
+
+
Attribute Points Modifier
+
+
+
+
+
Technique Points Modifier
+
+
+
+
+
+
+
+
+
Strike Damage Modifier
+
+
+
+
+
Armor Ranking Modifier
+
+
+
+
+
Break Threshold Modifier
+
+
+
+
+
Critical Threshold Modifier
+
+
+
+
+
Death Threshold Modifier
+
+
+
+
+
Tired Threshold Modifier
+
+
+
+
+
Carry Heft Modifier
+
+
+
+
+
+
+
Initiative Check Modifier
+
+
+
+
+
Strike Check Modifier
+
+
+
+
+
Destroy Check Modifier
+
+
+
+
+
Distract Check Modifier
+
+
+
+
+
Doubt Check Modifier
+
+
+
+
+
Escape Check Modifier
+
+
+
+
+
Feint Check Modifier
+
+
+
+
+
Find Check Modifier
+
+
+
+
+
Finish Check Modifier
+
+
+
+
+
Grab Check Modifier
+
+
+
+
+
Intimidate Check Modifier
+
+
+
+
+
Invade Check Modifier
+
+
+
+
+
Shove Check Modifier
+
+
+
+
+
Tumble Check Modifier
+
+
+
+
+
+
+
Block Threshold Modifier
+
+
+
+
+
Dodge Threshold Modifier
+
+
+
+
+
Parry Threshold Modifier
+
+
+
+
+
Evade Threshold Modifier
+
+
+
+
+
Destroy Threshold Modifier
+
+
+
+
+
Distract Threshold Modifier
+
+
+
+
+
Doubt Threshold Modifier
+
+
+
+
+
Escape Threshold Modifier
+
+
+
+
+
Feint Threshold Modifier
+
+
+
+
+
Finish Threshold Modifier
+
+
+
+
+
Grab Threshold Modifier
+
+
+
+
+
Hide Threshold Modifier
+
+
+
+
+
Intimidate Threshold Modifier
+
+
+
+
+
Invade Threshold Modifier
+
+
+
+
+
Shove Threshold Modifier
+
+
+
+
+
Tumble Threshold Modifier
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
{{roll}}
+
{{roll}}
+
+
+
+
+ {{#rollLess() Die 6}}
+
+ {{/rollLess() Die 6}}
+ {{#rollGreater() Die 5}}
+
+ {{/rollGreater() Die 5}}
+ {{#rollTotal() Die -8}}
+ {{rollminus9}}
+ {{/rollTotal() Die -8}}
+ {{#rollTotal() Die -7}}
+ {{rollminus8}}
+ {{/rollTotal() Die -7}}
+ {{#rollTotal() Die -6}}
+ {{rollminus7}}
+ {{/rollTotal() Die -6}}
+ {{#rollTotal() Die -5}}
+ {{rollminus6}}
+ {{/rollTotal() Die -5}}
+ {{#rollTotal() Die -4}}
+ {{rollminus5}}
+ {{/rollTotal() Die -4}}
+ {{#rollTotal() Die -3}}
+ {{rollminus4}}
+ {{/rollTotal() Die -3}}
+ {{#rollTotal() Die -2}}
+ {{rollminus3}}
+ {{/rollTotal() Die -2}}
+ {{#rollTotal() Die -1}}
+ {{rollminus2}}
+ {{/rollTotal() Die -1}}
+ {{#rollTotal() Die 0}}
+ {{rollminus1}}
+ {{/rollTotal() Die 0}}
+ {{#rollGreater() Die 0}}
+ {{roll1}}
+ {{/rollGreater() Die 0}}
+ {{#rollGreater() Die 1}}
+ {{roll2}}
+ {{/rollGreater() Die 1}}
+ {{#rollGreater() Die 2}}
+ {{roll3}}
+ {{/rollGreater() Die 2}}
+ {{#rollGreater() Die 3}}
+ {{roll4}}
+ {{/rollGreater() Die 3}}
+ {{#rollGreater() Die 4}}
+ {{roll5}}
+ {{/rollGreater() Die 4}}
+ {{#rollGreater() Die 5}}
+ {{roll6}}
+ {{/rollGreater() Die 5}}
+ {{#rollGreater() Die 6}}
+ {{roll7}}
+ {{/rollGreater() Die 6}}
+ {{#rollGreater() Die 7}}
+ {{roll8}}
+ {{/rollGreater() Die 7}}
+ {{#rollGreater() Die 8}}
+ {{roll9}}
+ {{/rollGreater() Die 8}}
+ {{#rollGreater() Die 9}}
+ {{roll10}}
+ {{/rollGreater() Die 9}}
+
+
+
+
+
+
+
+
+ {{#rollBetween() damage dieTotal1 dieTotal2}}
+
+ {{/rollBetween() damage dieTotal1 dieTotal2}}
+ {{#rollBetween() damage dieTotal2 dieTotal3}}
+
+ {{/rollBetween() damage dieTotal2 dieTotal3}}
+ {{#rollBetween() damage dieTotal3 dieTotal4}}
+
+ {{/rollBetween() damage dieTotal3 dieTotal4}}
+ {{#rollBetween() damage dieTotal4 dieTotal5}}
+
+ {{/rollBetween() damage dieTotal4 dieTotal5}}
+ {{#rollBetween() damage dieTotal5 dieTotal6}}
+
+ {{/rollBetween() damage dieTotal5 dieTotal6}}
+
+ {{damage}} Damage {{dieTotal}}
+
+
+
+
+
+
+
+
+ {{#rollTotal() defense 0}}
+
+ {{/rollTotal() defense 0}}
+ {{#rollTotal() defense 1}}
+
+ {{/rollTotal() defense 1}}
+ {{#rollTotal() defense 2}}
+
+ {{/rollTotal() defense 2}}
+ {{#rollTotal() defense 3}}
+
+ {{/rollTotal() defense 3}}
+ {{#rollTotal() defense 4}}
+
+ {{/rollTotal() defense 4}}
+ {{#rollLess() Die 6}}
+
+ {{/rollLess() Die 6}}
+ {{#rollGreater() Die 5}}
+
+ {{/rollGreater() Die 5}}
+ {{#rollTotal() Die -8}}
+ {{rollminus9}}
+ {{/rollTotal() Die -8}}
+ {{#rollTotal() Die -7}}
+ {{rollminus8}}
+ {{/rollTotal() Die -7}}
+ {{#rollTotal() Die -6}}
+ {{rollminus7}}
+ {{/rollTotal() Die -6}}
+ {{#rollTotal() Die -5}}
+ {{rollminus6}}
+ {{/rollTotal() Die -5}}
+ {{#rollTotal() Die -4}}
+ {{rollminus5}}
+ {{/rollTotal() Die -4}}
+ {{#rollTotal() Die -3}}
+ {{rollminus4}}
+ {{/rollTotal() Die -3}}
+ {{#rollTotal() Die -2}}
+ {{rollminus3}}
+ {{/rollTotal() Die -2}}
+ {{#rollTotal() Die -1}}
+ {{rollminus2}}
+ {{/rollTotal() Die -1}}
+ {{#rollTotal() Die 0}}
+ {{rollminus1}}
+ {{/rollTotal() Die 0}}
+ {{#rollGreater() Die 0}}
+ {{roll1}}
+ {{/rollGreater() Die 0}}
+ {{#rollGreater() Die 1}}
+ {{roll2}}
+ {{/rollGreater() Die 1}}
+ {{#rollGreater() Die 2}}
+ {{roll3}}
+ {{/rollGreater() Die 2}}
+ {{#rollGreater() Die 3}}
+ {{roll4}}
+ {{/rollGreater() Die 3}}
+ {{#rollGreater() Die 4}}
+ {{roll5}}
+ {{/rollGreater() Die 4}}
+ {{#rollGreater() Die 5}}
+ {{roll6}}
+ {{/rollGreater() Die 5}}
+ {{#rollGreater() Die 6}}
+ {{roll7}}
+ {{/rollGreater() Die 6}}
+ {{#rollGreater() Die 7}}
+ {{roll8}}
+ {{/rollGreater() Die 7}}
+ {{#rollGreater() Die 8}}
+ {{roll9}}
+ {{/rollGreater() Die 8}}
+ {{#rollGreater() Die 9}}
+ {{roll10}}
+ {{/rollGreater() Die 9}}
+
+
+
+
+ {{#rollBetween() damage dieTotal1 dieTotal2}}
+
+ {{/rollBetween() damage dieTotal1 dieTotal2}}
+ {{#rollBetween() damage dieTotal2 dieTotal3}}
+
+ {{/rollBetween() damage dieTotal2 dieTotal3}}
+ {{#rollBetween() damage dieTotal3 dieTotal4}}
+
+ {{/rollBetween() damage dieTotal3 dieTotal4}}
+ {{#rollBetween() damage dieTotal4 dieTotal5}}
+
+ {{/rollBetween() damage dieTotal4 dieTotal5}}
+ {{#rollBetween() damage dieTotal5 dieTotal6}}
+
+ {{/rollBetween() damage dieTotal5 dieTotal6}}
+
+ {{damage}} Damage {{dieTotal}}
+
+
+
+
+
+
+
+
{{name}}
+
{{character}}
+
+
+
+ Description: {{description}}
+
+
+ Type: {{type}}
+
+ {{#ap}}
+
+
+ AP: {{ap}}
+
+
+ CS: {{cs}}
+
+
+ Touch: {{touch}}
+
+
+ {{/ap}}
+
+
+ R: {{range}}
+
+
+ T: {{targets}}
+
+
+
+
+ D: {{duration}}
+
+
+ A: {{area}}
+
+
+ {{#special}}
+
+ Special: {{special}}
+
+ {{/special}}
+ {{#trigger}}
+
+ Trigger: {{trigger}}
+
+ {{/trigger}}
+ {{#situation}}
+
+ Situation: {{situation}}
+
+ {{/situation}}
+
+ Effect: {{effect}}
+
+ {{#recharge}}
+
+ Recharge: {{recharge}}
+
+ {{/recharge}}
+
+
+
\ No newline at end of file
diff --git a/Crescent/preview.png b/Crescent/preview.png
new file mode 100644
index 0000000000..2c75fbeca1
Binary files /dev/null and b/Crescent/preview.png differ
diff --git a/Crescent/sheet.json b/Crescent/sheet.json
new file mode 100644
index 0000000000..797c0e8cfa
--- /dev/null
+++ b/Crescent/sheet.json
@@ -0,0 +1,9 @@
+{
+ "html": "crescent.html",
+ "css": "crescent.css",
+ "authors": "Dark L.",
+ "roll20userID": "391104",
+ "preview": "preview.png",
+ "instructions": "",
+ "legacy": true
+}