diff --git a/5eShaped/translations/fr.json b/5eShaped/translations/fr.json
index 98f8d4621b..ab13ca0a0b 100644
--- a/5eShaped/translations/fr.json
+++ b/5eShaped/translations/fr.json
@@ -135,7 +135,7 @@
"CHARACTER_NAME":"Nom du personnage",
"CHARACTER_NAME_ON_ROLL_TEMPLATES":"Nom du perso sur tous les jets",
"CHARISMA":"Charisme",
- "CHARISMA_SAVING_THROW":"Charisma saving throw",
+ "CHARISMA_SAVING_THROW":"Jet de Sauvegarde de Charisme",
"CHARMED":"Charmé",
"CHECK":"Jet",
"CHECK_BONUS":"Bonus Jet de Carac",
@@ -162,8 +162,8 @@
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT":"Vous pouvez lancer un dé de dégâts de votre arme en plus lorsque vous déterminez les dégâts supplémentaires que vous infligez sur un coup critique réussi avec une attaque de corps à corps.\nCe bonus aux dégâts passe à deux dés au niveau 13 et à trois dés au niveau 17.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE":"Sens du danger",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT":"Vous avez l'avantage aux jets de sauvegarde de Dextérité contre les effets que vous pouvez voir, comme les pièges ou les sorts. Pour bénéficier de cet effet vous ne devez pas être aveuglé, assourdi ou incapable d'agir.",
- "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Extra Attack (Barbarian)",
- "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK":"Attaque supplémentaire (Barbare)",
+ "CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer deux fois, au lieu d'une seule, chaque fois que vous réalisez l’action Attaquer durant votre tour.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT":"Déplacement rapide",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT":"Votre vitesse augmente de 3 mètres tant que vous ne portez pas d'armure lourde.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT":"Instinct sauvage",
@@ -215,40 +215,40 @@
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING":" et qui n'a pas de vitesse de vol",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING":" et qui n'a ni vitesse de vol ni vitesse de nage",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT":"Vous pouvez utiliser votre action pour prendre par magie la forme d'une bête que vous avez déjà vue auparavant. Vous pouvez vous transformer en n'importe qu'elle bête ayant un facteur de puissance de CHALLENGE_RATING ou inférieurLIMITATIONS.\nVous pouvez rester sous forme animale un nombre d'heures égal à [[WILD_SHAPE_HOURS[la moitié de votre niveau de druide (arrondi à l'entier inférieur)]]]. Vous reprenez alors votre forme normale à moins que vous ne dépensiez une nouvelle utilisation de cette capacité. Vous pouvez également revenir plus tôt à votre forme normale en utilisant votre action lors de votre tour de jeu. Vous revenez automatiquement à votre forme normale si vous tombez inconscient, si vous tombez à 0 point de vie ou si vous mourrez.\nTant que vous êtes transformé, les règles suivantes s'appliquent :\n•&nbps;Vos statistiques de jeu sont remplacées par celles de la bête, mais vous conservez votre alignement, votre personnalité et vos valeurs de Charisme, Intelligence et Sagesse. Vous conservez également vos maîtrises de jets de sauvegarde et de compétences, en plus de gagner celles de la créature. Si la créature a les mêmes maîtrises que vous et que son bonus dans ces caractéristiques est supérieur au vôtre, utilisez son bonus. Si la créature possède des actions légendaires ou des actions de repaire, vous ne pouvez pas les utiliser.\n•&nbps;Quand vous vous transformez, vous endossez également les points de vie de la bête et ses dés de vie. Lorsque vous reprenez votre forme vous récupérez le nombre de points de vie que vous aviez avant votre transformation. De plus, si vous vous retransformez parce que vous êtes tombé à 0 point de vie, tous les dégâts supplémentaires sont encaissés par les points de vie de votre forme normale. Par exemple, si vous subissez 10 points de dégâts sous forme animale alors que vous n'aviez plus qu'un point de vie, vous retournez à votre forme normale et encaissez 9 points de dégâts. Tant que ces dégâts résiduels ne font pas tomber les points de vie de votre forme normale à 0, vous ne sombrez pas dans l'inconscience.\n•&nbps;Vous ne pouvez pas lancer de sorts, et votre capacité à parler ou effectuer toute action qui nécessite des mains est limitée aux possibilités qu'offre votre forme animale. Toutefois, vous transformer ne brise pas votre concentration sur un sort que vous aviez déjà lancé, ni ne vous empêche d'utiliser une action pour rediriger un sort, comme le sort appel de la foudre, que vous auriez déjà lancé.\n•&nbps;Vous conservez les bénéfices de toutes vos capacités de classe, de race, ou de n'importe quelle autre origine, et vous pouvez les utiliser si vous en êtes physiquement capable. Cependant, vous ne pouvez pas utiliser de sens spéciaux, comme la vision dans le noir, sauf si votre forme animale les possède également.\n•&nbps;Vous choisissez si votre équipement tombe sur le sol, fusionne avec votre nouvelle forme ou est porté par votre nouvelle forme. L'équipement porté fonctionne correctement, mais le MD décide pour chaque pièce d'équipement s'il est possible pour votre nouvelle forme de la porter, en fonction de la morphologie et de la taille de la bête. Votre équipement ne change pas de taille ou de forme pour s'adapter à votre nouvelle forme, et tout l'équipement que la nouvelle forme ne peut pas porter tombe sur le sol ou fusionne avec vous. L'équipement qui fusionne avec la nouvelle forme n'a aucun effet tant que vous restez sous cette forme.",
- "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Action Surge",
- "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
- "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Remarkable Athlete",
- "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Extra Attack (Fighter)",
- "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Fighting Style (Fighter)",
- "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
- "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomitable",
- "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
- "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second Wind",
- "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"On your turn, you can use a bonus action to regain hit points.",
- "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Deflect Missiles",
- "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet",
- "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Diamond Soul",
- "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
- "CLASS_FEATURE_MONK_EMPTY_BODY":"Empty Body",
- "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.",
- "CLASS_FEATURE_MONK_EVASION":"Evasion",
- "CLASS_FEATURE_MONK_EVASION_TEXT":"Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
- "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Extra Attack (Monk)",
- "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"You can attack twice, instead of once, whenever you take the Attack action on your turn.",
- "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Flurry of Blows",
- "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
+ "CLASS_FEATURE_FIGHTER_ACTION_SURGE":"Sursaut",
+ "CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT":"À votre tour, vous pouvez réaliser une action supplémentaire en plus de votre action normale et de votre éventuelle action bonus.",
+ "CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE":"Athlète remarquable",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK":"Attaque supplémentaire (Guerrier)",
+ "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer deux fois, au lieu d'une seule, chaque fois que vous réalisez l’action Attaquer durant votre tour. Le nombre d'attaques augmente à trois lorsque vous atteignez le niveau 11 dans cette classe et à quatre lorsque vous atteignez le niveau 20 dans cette classe.",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE":"Style de combat (Guerrier)",
+ "CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT":"Vous adoptez un style particulier de combat qui sera votre spécialité. Choisissez l'une des options suivantes. Vous ne pouvez pas prendre une option de style de combat plus d'une fois, même si vous obtenez plus tard la possibilité de choisir un nouveau style.\n\nArcher\nVous obtenez un bonus de +2 aux jets d'attaque avec une arme à distance.\n\nArme à deux mains\nLorsque vous obtenez 1 ou 2 à un dé de dégâts lors d'une attaque que vous effectuez avec une arme de corps à corps que vous tenez avec vos deux mains, vous pouvez relancer le dé et obligatoirement prendre le nouveau résultat, même si celui-ci est un 1 ou un 2. L'arme doit avoir la propriété à deux mains ou polyvalente pour octroyer cet avantage.\n\nCombat à deux armes\nLorsque vous vous engagez dans un combat avec deux armes en mains, vous pouvez ajouter votre modificateur de caractéristique aux dégâts de la seconde attaque.\n\nDéfense\nSi vous portez une armure, vous obtenez un bonus de +1 à la CA.\n\nDuel\nLorsque vous attaquez avec une arme de corps à corps dans une main et aucune autre arme, vous obtenez un bonus de +2 aux dégâts avec cette arme.\n\nProtection\nQuand une créature que vous pouvez voir attaque une cible autre que vous-même et qui se trouve à 1,50 mètre ou moins de vous, vous pouvez utiliser votre réaction pour imposer un désavantage à son jet d'attaque. Vous devez pour cela porter un bouclier.",
+ "CLASS_FEATURE_FIGHTER_INDOMITABLE":"Indomptable",
+ "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT":"Vous pouvez relancer un jet de sauvegarde que vous avez raté. Si vous le faites, vous devez obligatoirement utiliser le nouveau résultat.",
+ "CLASS_FEATURE_FIGHTER_SECOND_WIND":"Second souffle",
+ "CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT":"À votre tour, vous pouvez utiliser une action bonus pour regagner des points de vie.",
+ "CLASS_FEATURE_MONK_DEFLECT_MISSILES":"Parade de projectiles",
+ "CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT":"Vous pouvez utiliser votre réaction pour dévier ou attraper les projectiles lorsque vous êtes touché lors d'une attaque d'arme à distance. Lorsque vous choisissez d'utiliser la parade de projectiles, les dégâts que vous subissez de l'attaque sont réduits de [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nSi vous réduisez les dégâts à 0, vous pouvez attraper le projectile s'il est suffisamment petit pour que vous puissiez le tenir à une main et si bien sûr vous avez une main de libre. Si vous attrapez le projectile de cette façon, vous pouvez dépenser 1 point ki pour effectuer une attaque à distance avec cette arme ou cette munition (portée 6\/18 mètres, 20\/60 feet), attaque qui fait partie de votre réaction. Vous effectuez cette attaque avec votre bonus de maîtrise, que vous maîtrisiez ou non l'arme en question, et le projectile compte comme arme de moine pour cette attaque",
+ "CLASS_FEATURE_MONK_DIAMOND_SOUL":"Âme de diamant",
+ "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT":"Votre maîtrise du ki vous confère la maîtrise de tous les jets de sauvegarde.\nDe plus, lorsque vous effectuez un jet de sauvegarde et l'échouez, vous pouvez dépenser 1 point ki pour le retenter ; vous devez prendre ce second résultat.",
+ "CLASS_FEATURE_MONK_EMPTY_BODY":"Corps vide",
+ "CLASS_FEATURE_MONK_EMPTY_BODY_TEXT":"Vous pouvez utiliser votre action pour dépenser 4 points ki et ainsi devenir invisible pendant 1 minute. Au cours de cette période, vous obtenez également la résistance à tous les dégâts, à l'exception des dégâts de force.\nDe plus, vous pouvez dépenser 8 points de ki pour lancer le sort projection astral, sans avoir besoin des composantes matérielles. De cette manière, vous ne pouvez pas prendre d'autres créatures avec vous.",
+ "CLASS_FEATURE_MONK_EVASION":"Dérobade",
+ "CLASS_FEATURE_MONK_EVASION_TEXT":"Votre agilité instinctive vous permet d'esquiver certains effets de zone, comme le souffle d'un dragon bleu ou le sort boule de feu. Lorsque vous êtes sujet à un effet qui vous autorise un jet de sauvegarde de Dextérité pour ne subir que la moitié de ses dégâts initiaux, vous ne subissez aucun dégât si vous réussissez votre jet de sauvegarde, et seulement la moitié des dégâts si vous l'échouez.",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK":"Attaque supplémentaire (Moine)",
+ "CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT":"Vous pouvez attaquer deux fois, au lieu d'une seule, chaque fois que vous réalisez l’action Attaquer durant votre tour.",
+ "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS":"Déluge de coups",
+ "CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT":"Immédiatement après avoir utilisé une action Attaquer au cours de votre tour, vous pouvez dépenser 1 point ki pour effectuer deux attaques à mains nues via une action bonus.",
"CLASS_FEATURE_MONK_KI":"Ki",
- "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Ki-Empowered Strikes",
- "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
- "CLASS_FEATURE_MONK_KI_TEXT":"Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Martial Arts",
- "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:•\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
- "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Patient Defense",
- "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"You can spend 1 kipoint to take the Dodge action as a bonus action on your turn.",
- "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfect Self",
+ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES":"Frappes de ki",
+ "CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT":"Vos attaques à mains nues sont considérées comme des attaques magiques pour ce qui est de vaincre la résistance et l'immunité aux attaques et dégâts non-magiques.",
+ "CLASS_FEATURE_MONK_KI_TEXT":"Votre entrainement vous permet d'exploiter cette mystérieuse énergie qu'est le ki. Votre accès à cette énergie est représenté par un nombre de points ki. Votre niveau de moine détermine le nombre de points ki que vous possédez. Vous pouvez dépenser ces points pour déclencher diverses capacités ki. Vous débutez en connaissant trois de ces capacités ki : Déluge de coups, Défense patiente et Déplacement aérien. Vous apprendrez de nouvelles capacités ki en gagnant des niveaux de moine.\nLorsque vous dépensez un point ki, il n'est plus disponible jusqu'à ce que vous finissiez un repos court ou long, à la fin desquels vous récupérez tous les points ki utilisés. Vous devez passer au moins 30 minutes de votre repos à méditer pour pouvoir regagner vos points ki.",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS":"Arts martiaux",
+ "CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT":"Votre pratique des arts martiaux vous donne la maîtrise des styles de combat utilisant les attaques à mains nues et les armes de moine, qui sont l'épée courte et toutes les armes de corps à corps courantes qui n'ont ni la propriété \"à deux mains\", ni la propriété \"lourde\". Vous gagnez les avantages suivants lorsque vous êtes à mains nues ou ne maniez que des armes de moine et que vous n'êtes équipé ni d'armure ni de bouclier :\n\nVous pouvez utiliser la Dextérité à la place de la Force aux jets d'attaque et de dégâts de vos attaques à mains nues et avec des armes de moine.\nVous pouvez lancer un d4 à la place des dégâts normaux de votre attaque à mains nues ou de vos armes de moine. Ce dé change lorsque vous gagnez des niveaux de moine, comme indiqué dans la colonne Arts martiaux de la table ci-dessus.\nLorsque vous utilisez l'action Attaquer avec une attaque à mains nues ou une arme de moine au cours de votre tour, vous pouvez effectuer une attaque à mains nues au prix d'une action bonus. Par exemple, si vous prenez l'action Attaque et attaquez avec un bâton, vous pouvez également effectuer une attaque à mains nues avec votre action bonus, à la condition que vous n'ayez pas déjà utilisé votre action bonus pour ce tour.\nCertains monastères utilisent des versions spéciales des armes de moine. Par exemple, vous pourriez utiliser un gourdin dont les deux manches en bois sont reliés par une chaîne de fer (cette arme est alors appelée un nunchaku) ou bien une serpe possédant une lame plus courte et plus droite (on parle alors de kama). Quel que soit le nom que vous utilisiez pour votre arme de moine, vous pouvez utiliser les statistiques de jeu données à l'arme.",
+ "CLASS_FEATURE_MONK_PATIENT_DEFENSE":"Défense patiente",
+ "CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT":"Vous pouvez dépenser 1 point ki pour utiliser l'action Esquiver via une action bonus au cours de votre tour.",
+ "CLASS_FEATURE_MONK_PERFECT_SELF":"Perfection de l'être",
"CLASS_FEATURE_MONK_PERFECT_SELF_TEXT":"When you roll for initiative and have no ki points remaining, you regain 4 ki points.",
- "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Purity of Body",
+ "CLASS_FEATURE_MONK_PURITY_OF_BODY":"Pureté du corps",
"CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT":"Your mastery of the ki flowing through you makes you immune to disease and poison.",
"CLASS_FEATURE_MONK_SLOW_FALL":"Slow Fall",
"CLASS_FEATURE_MONK_SLOW_FALL_TEXT":"You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].",
@@ -429,7 +429,7 @@
"CONDITION_IMMUNITIES":"Immunité aux conditions",
"CONJURATION":"Invocation",
"CONSTITUTION":"Constitution",
- "CONSTITUTION_SAVING_THROW":"Constitution saving throw",
+ "CONSTITUTION_SAVING_THROW":"Jet de Sauvegarde de Constitution",
"CONTENT":"Contenu",
"CONTRACT":"Réduire",
"COPPER_PIECES":"Pièces de cuivre",
@@ -462,7 +462,7 @@
"DECEPTION":"Tromperie",
"DEX":"Dex",
"DEXTERITY":"Dextérité",
- "DEXTERITY_SAVING_THROW":"Dexterity saving throw",
+ "DEXTERITY_SAVING_THROW":"Jet de Sauvegarde de Dextérité",
"DICE":"Dés",
"DICE_MODIFIERS":"Dice modifiers",
"DIE":"Dé",
@@ -620,7 +620,7 @@
"INNATE_SPELLCASTING_TEXT_1":"Le",
"INNATE_SPELLCASTING_TEXT_2":" a pour charactéristique de lancement de Sorts inné le",
"INNATE_SPELLCASTING_TEXT_3":"peut lancer de manière innée les sorts suivants,",
- "INSIGHT":"Intuition",
+ "INSIGHT":"Perspicacité",
"INSPIRATION":"Inspiration",
"INSPIRATION_MULTIPLE":"Inspirations multiple",
"INSTANTANEOUS":"Instantané",
@@ -651,7 +651,7 @@
"LIGHT_ARMOR":"Armure Légère",
"LIMIT":"Limite",
"LONGER":"Plus long",
- "LONGSWORD":"Longsword",
+ "LONGSWORD":"Épée longue",
"LONG_REST":"Rep. Long",
"MACROS":"Macros",
"MAX":"Max",
@@ -693,7 +693,7 @@
"OUTPUT":"Affichage",
"PALADIN":"Paladin",
"PARALYZED":"Paralysé",
- "PASSIVE":"Passive",
+ "PASSIVE":"Passif",
"PASSIVE_ABILITY_CHECK":"Carac passive",
"PASSIVE_SKILLS":"Compétence passive",
"PC":"PJ",
@@ -720,7 +720,7 @@
"PROF":"Maît",
"PROFICIENCIES":"Maîtrises",
"PROFICIENCY_BONUS":"Bonus de maîtrise",
- "PROFICIENCY_DICE":"Proficiency dice",
+ "PROFICIENCY_DICE":"Dés de maîtrise",
"PROFICIENT":"Maîtrise",
"PRONE":"À terre",
"PSION":"Psion",
@@ -771,7 +771,7 @@
"RELIGION":"Religion",
"REMARKABLE_ATHLETE":"Athlète remarquable",
"REPEAT":"Repeat",
- "REPORT_AN_ISSUE":"Report an issue",
+ "REPORT_AN_ISSUE":"Signaler un problème",
"RESET":"reset",
"REQUIRES_API":"Cette fonctionnalité nécessite l'usage de l'API",
"RESISTANCES_AND_IMMUNITIES":"Résistances & Immunités",
@@ -802,7 +802,7 @@
"SHEET_OUTPUT":"Option d'affichage",
"SHEET_SETTING":"Paramètres",
"SHIELD":"Bouclier",
- "SHORT_OR_LONG_REST":"Short or Long Rest",
+ "SHORT_OR_LONG_REST":"Repos Court ou Long",
"SHORT_REST":"Rep. Court",
"SHOW_ALL":"Tout voir",
"SHOW_RESTS":"Voir repos",
@@ -854,7 +854,7 @@
"STEALTH":"Discrétion",
"STR":"For",
"STRENGTH":"Force",
- "STRENGTH_SAVING_THROW":"Strength saving throw",
+ "STRENGTH_SAVING_THROW":"Jet de Sauvegarde de Force",
"STR_13":"For 13",
"STR_15":"For 15",
"STUNNED":"Étourdi",
@@ -877,7 +877,7 @@
"TRANSMUTATION":"Transmutation",
"TREMORSENSE":"Perception des vibrations",
"TRUESIGHT":"Vision véritable",
- "TURN":"Turn",
+ "TURN":"Tour",
"TURN_RECHARGE":"Turn recharge",
"TURN_OFF_FILTERING":"Décochez \"filtres\" si vous ne voyez pas les sorts récement créés",
"TYPE":"Type",
@@ -888,7 +888,7 @@
"UNTIL_DISPELLED_OR_TRIGGERED":"jusqu'à dissipation ou déclenchement",
"USES":"Charges",
"USE_CUSTOM_SAVING_THROWS":"Jets de sauvegarde personnalisés",
- "VERSATILE":"Versatile",
+ "VERSATILE":"Polyvalente",
"VS":"vs",
"VS_FIEND_OR_UNDEAD":"contre démons ou mort-vivants",
"WARLOCK":"Sorcier",
@@ -901,7 +901,7 @@
"WILL_SAVING_THROW":"Will saving throw",
"WIS":"Sag",
"WISDOM":"Sagesse",
- "WISDOM_SAVING_THROW":"Wisdom saving throw",
+ "WISDOM_SAVING_THROW":"Jet de Sauvegarde de Sagesse",
"WIZARD":"Magicien",
"YES":"Oui"
}
\ No newline at end of file
diff --git a/5eShaped/translations/zh.json b/5eShaped/translations/zh.json
index f3b35ea655..f86a8b0c54 100644
--- a/5eShaped/translations/zh.json
+++ b/5eShaped/translations/zh.json
@@ -1,55 +1,55 @@
{
"0":"0",
- "10TH_LEVEL":"10th-level",
- "10_DAYS":"10 days",
- "10_MINUTES":"10 minutes",
- "11TH_LEVEL":"11th-level",
- "12TH_LEVEL":"12th-level",
- "12_HOURS":"12 hours",
- "13TH_LEVEL":"13th-level",
- "14TH_LEVEL":"14th-level",
- "15TH_LEVEL":"15th-level",
- "16TH_LEVEL":"16th-level",
- "17TH_LEVEL":"17th-level",
- "18TH_LEVEL":"18th-level",
- "19TH_LEVEL":"19th-level",
- "1ST":"1st",
- "1ST_LEVEL":"1st-level",
- "1_ACTION":"1 action",
- "1_BONUS_ACTION":"1 bonus action",
- "1_HOUR":"1 hour",
+ "10TH_LEVEL":"10級",
+ "10_DAYS":"10日",
+ "10_MINUTES":"10分鐘",
+ "11TH_LEVEL":"11級",
+ "12TH_LEVEL":"12級",
+ "12_HOURS":"12小時",
+ "13TH_LEVEL":"13級",
+ "14TH_LEVEL":"14級",
+ "15TH_LEVEL":"15級",
+ "16TH_LEVEL":"16級",
+ "17TH_LEVEL":"17級",
+ "18TH_LEVEL":"18級",
+ "19TH_LEVEL":"19級",
+ "1ST":"1級",
+ "1ST_LEVEL":"1級",
+ "1_ACTION":"1動作",
+ "1_BONUS_ACTION":"1額外動作",
+ "1_HOUR":"1小時",
"1_MINUTE":"1 minutes",
- "1_REACTION":"1 reaction",
- "1_ROUND":"1 round",
- "20TH_LEVEL":"20th-level",
- "21ST_LEVEL":"21st-level",
- "22ND_LEVEL":"22nd-level",
- "23RD_LEVEL":"23rd-level",
- "24TH_LEVEL":"24th-level",
- "24_HOURS":"24 hours",
- "25TH_LEVEL":"25th-level",
- "26TH_LEVEL":"26th-level",
- "27TH_LEVEL":"27th-level",
- "28TH_LEVEL":"28th-level",
- "29TH_LEVEL":"29th-level",
- "2ND":"2nd",
- "2ND_LEVEL":"2nd-level",
- "30TH_LEVEL":"30th-level",
- "30_DAYS":"30 days",
- "3RD":"3rd",
- "3RD_LEVEL":"3rd-level",
- "4TH":"4th",
- "4TH_LEVEL":"4th-level",
- "5TH":"5th",
- "5TH_LEVEL":"5th-level",
- "6TH":"6th",
- "6TH_LEVEL":"6th-level",
- "7TH":"7th",
- "7TH_LEVEL":"7th-level",
- "7_DAYS":"7 days",
- "8TH":"8th",
- "8TH_LEVEL":"8th-level",
- "8_HOURS":"8 hours",
+ "1_REACTION":"1反應",
+ "1_ROUND":"1輪",
+ "20TH_LEVEL":"20級",
+ "21ST_LEVEL":"21級",
+ "22ND_LEVEL":"22級",
+ "23RD_LEVEL":"23級",
+ "24TH_LEVEL":"24級",
+ "24_HOURS":"24小時",
+ "25TH_LEVEL":"25級",
+ "26TH_LEVEL":"26級",
+ "27TH_LEVEL":"27級",
+ "28TH_LEVEL":"28級",
+ "29TH_LEVEL":"29級",
+ "2ND":"2級",
+ "2ND_LEVEL":"2級",
+ "30TH_LEVEL":"30級",
+ "30_DAYS":"30日",
+ "3RD":"3級",
+ "3RD_LEVEL":"3級",
+ "4TH":"4級",
+ "4TH_LEVEL":"4級",
+ "5TH":"5級",
+ "5TH_LEVEL":"5級",
+ "6TH":"6級",
+ "6TH_LEVEL":"6級",
+ "7TH":"7級",
+ "7TH_LEVEL":"7級",
+ "7_DAYS":"7日",
+ "8TH":"8級",
+ "8TH_LEVEL":"8級",
+ "8_HOURS":"8小時",
"9TH":"9th",
"9TH_LEVEL":"9th-level",
"ABILITY":"Ability",
@@ -100,58 +100,58 @@
"AUTO_REVERT_ADV":"Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES":"Average of the highest 1 or 2 abilities",
"AVG":"avg",
- "BACKGROUND":"Background",
- "BACKSTORY":"Backstory",
- "BARBARIAN":"Barbarian",
- "BARD":"Bard",
- "BASE_DC":"Base DC",
- "BIG":"Big",
- "BITE":"Bite",
- "BLINDED":"Blinded",
- "BLINDSIGHT":"Blindsight",
+ "BACKGROUND":"背景",
+ "BACKSTORY":"背景故事",
+ "BARBARIAN":"野蠻人",
+ "BARD":"吟遊詩人",
+ "BASE_DC":"基本DC",
+ "BIG":"大",
+ "BITE":"囓咬",
+ "BLINDED":"目盲",
+ "BLINDSIGHT":"盲視",
"BLIND_BEYOND":"Blind beyond",
- "BLUDGEONING":"bludgeoning",
- "BONDS":"Bonds",
- "BONUS":"Bonus",
- "BONUSES":"Bonuses",
- "BONUSES_AND_PENALTIES":"Bonuses & Penalties",
- "BONUSES_AND_PENALTIES_TOOLTIP":"Auto add a bonus\/penalty to rolls made using the sheet macros. Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter \"d4cs0cf0\" in both attack roll fields, and the saving throw one",
- "BREAK_TIES":"Break ties",
- "BURROW":"Burrow",
- "CANCEL":"Cancel",
- "CANTRIP":"Cantrip",
- "CANTRIPS":"Cantrips",
- "CAN_HAVE":"Can have",
- "CARRIED":"Carried",
- "CARRYING_CAPACITY":"Carrying capacity",
- "CARRYING_PUSH_DRAG_LIFT":"Push\/Drag\/Lift",
- "CASTERS_FULL":"Full (9th level: Bard, Cleric, Druid, Sorcerer, Wizard)",
- "CASTERS_HALF":"Half (5th level: Paladin, Ranger)",
- "CASTERS_THIRD":"Third (3rd level: Arcane Archetypes)",
- "CASTING_TIME":"Casting Time",
- "CHA":"Cha",
- "CHALLENGE":"Challenge",
- "CHARACTER":"Character",
- "CHARACTER_NAME":"Character name",
- "CHARACTER_NAME_ON_ROLL_TEMPLATES":"Character Name on all roll templates",
- "CHARISMA":"Charisma",
- "CHARISMA_SAVING_THROW":"Charisma saving throw",
- "CHARMED":"Charmed",
- "CHECK":"Check",
- "CHECK_BONUS":"Check bonus",
- "CHOOSE_WHEN_ROLLING":"Choose when rolling",
- "CLASS":"Class",
- "CLASS_AND_LEVEL":"Class & Level",
+ "BLUDGEONING":"敲擊",
+ "BONDS":"羈絆",
+ "BONUS":"加值",
+ "BONUSES":"加值",
+ "BONUSES_AND_PENALTIES":"加值&減值",
+ "BONUSES_AND_PENALTIES_TOOLTIP":"使用角色紙巨集自動為擲骰加上加值\/減值。 使用方法:如果你獲得一件給予你+1法術豁免DC的魔法物品,則在法術豁免DC欄位輸入1。如果你在祝福術的效果影響之下,在攻擊檢定欄位與豁免檢定欄位輸入\"d4cs0cf0\"。",
+ "BREAK_TIES":"處理平手",
+ "BURROW":"掘地",
+ "CANCEL":"取消",
+ "CANTRIP":"戲法",
+ "CANTRIPS":"戲法",
+ "CAN_HAVE":"可有",
+ "CARRIED":"攜帶",
+ "CARRYING_CAPACITY":"負重",
+ "CARRYING_PUSH_DRAG_LIFT":"推\/拉\/舉起",
+ "CASTERS_FULL":"全施法者(9級:吟遊詩人、牧師、德魯伊、術士、法師)",
+ "CASTERS_HALF":"半施法者(5級:聖武士、遊俠)",
+ "CASTERS_THIRD":"次施法者(3級:秘法原型)",
+ "CASTING_TIME":"施法時間",
+ "CHA":"魅力",
+ "CHALLENGE":"挑戰",
+ "CHARACTER":"角色",
+ "CHARACTER_NAME":"角色名稱",
+ "CHARACTER_NAME_ON_ROLL_TEMPLATES":"所有擲骰模板的角色名稱",
+ "CHARISMA":"魅力",
+ "CHARISMA_SAVING_THROW":"魅力豁免",
+ "CHARMED":"魅惑",
+ "CHECK":"檢定",
+ "CHECK_BONUS":"檢定加值",
+ "CHOOSE_WHEN_ROLLING":"擲骰時選擇",
+ "CLASS":"職業",
+ "CLASS_AND_LEVEL":"職業&等級",
"CLASS_AND_LEVEL_PLACEHOLDER":"Generated after adding a class on the \"Character\" tab",
- "CLASS_FEATURES":"Class features",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"Infuse Magic",
- "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"Magic Item Analysis",
- "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"Mechanical Servant",
- "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can'tbe charmed.\n•It isimmune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn't have it already.\n•It understands the languages you can speak when you create it, but it can't speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
- "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"Soul of Artifice",
- "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
+ "CLASS_FEATURES":"職業能力",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC":"魔力灌注",
+ "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT":"你獲得將機關術士法術導入物品中稍後使用的能力。當你施展施法時間為1動作的機關術士法術時,你可以增加其施法時間至1分鐘。若你如此行動並在施法期間握持一件非魔法物品,你可以消耗一個法術位,而此法術的效果不會發生。取而代之的是此法術會轉移到該物品上供稍後使用,但該物品必須未以此能力存入法術。\n任何在這之後持用該物品的生物若擁有6以上的智力,都可以使用一個動作來啟動該法術。該法術將會使用你的施法屬性來施展,目標為啟動該物品的生物。如果該法術擁有多個目標,啟動該物品的生物選擇額外的目標。如果該法術有範圍效果,範圍的中心為該物品。如果該法術的距離為自身,法術目標會改為啟動該物品的生物。\n當你以此方法灌注法術時,此物品必須在8小時內被啟動。經過8小時後,魔力將會消散並被浪費掉。\n你同時可以灌注的法術數目有上限。上限等同於你的智力調整值。",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS":"分析魔法物品",
+ "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT":"你對魔法物品的理解使你得以剖析並理解它們的祕密。你知曉機關術士法術偵測魔法和鑑定術,並可使用儀式來施展它們。你在以此職業能力施展鑑定術時不需要法術材料成份。",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT":"機械僕役",
+ "CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT":"你對工藝的研究和掌握使你得以製造機械僕役。該僕役為絕對服從你命令的構裝生物,可以在戰鬥中保護你。雖然創造它的過程需要魔法,但此僕役本身並不具有魔法。你被視為已經在此創造此僕役上投注了不少時間,而在你到達6級之後,經過一個短休息或長休息後終於完成它。選擇一隻挑戰級數在2以下的大型野獸。此僕役使用該野獸的數值,但它可以擁有任意你指定的外觀,只要它的外型與該數值相符。它擁有以下的調整:\n•它是構裝生物而非野獸。\n•它無法被魅惑。\n•它免疫毒素傷害與中毒狀態。\n•若它先前沒有60呎黑暗視覺,現在獲得此能力。\n•如果你成為近戰攻擊的目標,而此僕役位在攻擊者5呎以內處,你可以使用反應來命令僕役動作,使用僕役的反應來對攻擊者進行一次近戰攻擊。\n僕役將會盡可能地服從你的指令。在戰鬥中,它會單獨擲先攻權並獨立行動。\n如果僕役被殺死,它可以用一般的方法重獲生命,如復活法術。除此之外,若你能接觸到它的身體,你可以在長休息時將被殺害的僕役修復。它在休息結束時復活並擁有1點生命值。如果僕役已經無法復原,你可以花費一週時間工作(每日八小時)以及1000金幣材料費用來建造一個新的僕役。",
+ "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE":"機關術魂",
+ "CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT":"你對魔法物品的理解無人能及,你可以將你的靈魂和與你連繫的魔法物品交融。你可以同時與至多六件魔法物品同調。除此之外,你每與一件魔法物品同調時便在所有豁免檢定上獲得+1加值。",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT":"Superior Attunement",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT":"Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE":"Tool Expertise",
diff --git a/5th Edition OGL by Roll20/translations/af.json b/5th Edition OGL by Roll20/translations/af.json
index 774ee5cb79..e5b5b2e0a9 100644
--- a/5th Edition OGL by Roll20/translations/af.json
+++ b/5th Edition OGL by Roll20/translations/af.json
@@ -1,17 +1,17 @@
{
"skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
"npc-options-u":"NPC OPTIONS",
- "name-u":"NAME",
+ "name-u":"NAAM",
"npc-type-u":"NPC TYPE",
"npc-type-place":"Medium fiend, any evil alignment",
"armor-class-u":"ARMOR CLASS",
- "type-u":"TYPE",
+ "type-u":"TIPE",
"npc-armor-place":"scale mail",
"hit-points-u":"HIT POINTS",
- "formula-u":"FORMULA",
- "speed-u":"SPEED",
- "npc-speed-place":"30 ft., fly 60ft.",
- "attributes-u":"ATTRIBUTES",
+ "formula-u":"FORMULE",
+ "speed-u":"SPOED",
+ "npc-speed-place":"30 vt., vlieg 60vt.",
+ "attributes-u":"KENMERKE",
"str-u":"STR",
"dex-u":"DEX",
"con-u":"CON",
@@ -24,13 +24,13 @@
"animal-handling-u":"ANIMAL HANDLING",
"arcana-u":"ARCANA",
"athletics-u":"ATHLETICS",
- "deception-u":"DECEPTION",
- "history-u":"HISTORY",
- "insight-u":"INSIGHT",
- "intimidation-u":"INTIMIDATION",
- "investigation-u":"INVESTIGATION",
- "medicine-u":"MEDICINE",
- "nature-u":"NATURE",
+ "deception-u":"MISLEIDING",
+ "history-u":"GESKIEDENIS",
+ "insight-u":"INSIG",
+ "intimidation-u":"INTIMIDASIE",
+ "investigation-u":"ONDERSOEK",
+ "medicine-u":"MEDISYNE",
+ "nature-u":"NATUUR",
"perception-u":"PERCEPTION",
"performance-u":"PERFORMANCE",
"persuasion-u":"PERSUASION",
@@ -39,16 +39,16 @@
"stealth-u":"STEALTH",
"survival-u":"SURVIVAL",
"damage-vuln-u":"DAMAGE VULNERABILITIES",
- "npc-dmg-vuln-place":"fire",
+ "npc-dmg-vuln-place":"vuur",
"damage-res-u":"DAMAGE RESISTANCES",
- "npc-dmg-res-place":"cold",
+ "npc-dmg-res-place":"koue",
"damage-imm-u":"DAMAGE IMMUNITIES",
"npc-dmg-imm-place":"lightning, thunder",
"cond-imm-u":"CONDITION IMMUNITIES",
"npc-cond-imm-place":"charmed",
"senses-u":"SENSES",
"npc-senses-place":"darkvision 120ft., passive Perception 16",
- "langs-u":"LANGUAGES",
+ "langs-u":"Tale",
"npc-langs-place":"Abyssal, Common, Infernal",
"challenge-u":"CHALLENGE",
"xp-u":"XP",
@@ -151,7 +151,7 @@
"melee":"Melee",
"ranged":"Ranged",
"range-reach:-u":"RANGE/REACH:",
- "range-reach-place":"5 ft.",
+ "range-reach-place":"5 vt.",
"to-hit:-u":"TO HIT:",
"target:-u":"TARGET:",
"target:":"Target:",
@@ -184,39 +184,39 @@
"spell-component-verbal":"V",
"spell-component-somatic":"S",
"spell-component-material":"M",
- "ruby-dust-place":"ruby dust worth 50gp",
- "concentration-u":"CONCENTRATION",
- "concentration":"Concentration",
- "duration:-u":"DURATION:",
- "duration:":"Duration:",
+ "ruby-dust-place":"robyn stof terwaarde van 50gp",
+ "concentration-u":"KONSENTRASIE",
+ "concentration":"Konsentrasie",
+ "duration:-u":"DUUR:",
+ "duration:":"Duur:",
"difficulty-class-abv":"DC",
"output:-u":"OUTPUT:",
"spellcard-u":"SPELLCARD",
"spell-atk:-u":"SPELL ATTACK:",
- "none":"None",
- "dmg:-u":"DAMAGE:",
- "dmg2:-u":"DAMAGE2:",
- "healing:-u":"HEALING:",
+ "none":"Geen",
+ "dmg:-u":"SKADE:",
+ "dmg2:-u":"SKADE2:",
+ "healing:-u":"GENESING:",
"add-ability-mod-u":"ADD ABILITY MOD TO DAMAGE OR HEALING",
- "effect:-u":"EFFECT:",
- "npc-atk-effect-place":"Half damage",
- "desc:-u":"DESCRIPTION:",
- "at-higher-lvl:-u":"AT HIGHER LEVELS:",
- "at-higher-lvl":"At Higher Levels",
+ "effect:-u":"EFFEK:",
+ "npc-atk-effect-place":"Halwe skade",
+ "desc:-u":"BESKRYWING:",
+ "at-higher-lvl:-u":"OP HOËR VLAKKE:",
+ "at-higher-lvl":"Op hoër vlakke",
"higher-lvl-cast":"Higher Level Cast",
- "leg-actions":"Legendary Actions",
- "leg-actions-desc":"The can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.",
- "atk-range-place":"5 ft.",
- "atk-target-place":"One target",
+ "leg-actions":"Legendariese aksies",
+ "leg-actions-desc":"Die kan legendariese aksies neem, kies uit die opsies hier onder. Slegs een legendariese opsie kan gebruik word op 'n slag en slegs aan die einde van 'n ander skepsel se beurt. Die herwin gebruikte legendariese aksies aan die begin van sy beurt.",
+ "atk-range-place":"5 vt.",
+ "atk-target-place":"Een teiken",
"atk-dmg-type-place":"slashing",
- "atk-dmg-type2-place":"fire",
- "adv-u":"ADVANTAGE",
- "norm-u":"NORMAL",
- "disadv-u":"DISADVANTAGE",
- "core-u":"CORE",
+ "atk-dmg-type2-place":"vuur",
+ "adv-u":"VOORDEEL",
+ "norm-u":"NORMAAL",
+ "disadv-u":"NADEEL",
+ "core-u":"KERN",
"bio-u":"BIO",
"spells-u":"SPELLS",
- "char-name-u":"CHARACTER NAME",
+ "char-name-u":"KARAKTER NAAM",
"barbarian":"Barbarian",
"bard":"Bard",
"cleric":"Cleric",
@@ -244,7 +244,7 @@
"constitution-save":"Constitution Save",
"intelligence":"Intelligence",
"intelligence-save":"Intelligence Save",
- "wisdom":"Wisdom",
+ "wisdom":"Wysheid",
"wisdom-save":"Wisdom Save",
"charisma":"Charisma",
"charisma-save":"Charisma Save",
diff --git a/5th Edition OGL by Roll20/translations/cs.json b/5th Edition OGL by Roll20/translations/cs.json
index 62f34af1fe..b538f29b5c 100644
--- a/5th Edition OGL by Roll20/translations/cs.json
+++ b/5th Edition OGL by Roll20/translations/cs.json
@@ -186,7 +186,7 @@
"spell-component-material":"S",
"ruby-dust-place":"Rubínový prach v hodnotě 50 zl",
"concentration-u":"SOUSTŘEDĚNÍ",
- "concentration":"Koncentrace",
+ "concentration":"Soustředění",
"duration:-u":"TRVÁNÍ:",
"duration:":"Trvání:",
"difficulty-class-abv":"SO",
diff --git a/5th Edition OGL by Roll20/translations/fr.json b/5th Edition OGL by Roll20/translations/fr.json
index 9e966c2549..c6420b9a12 100644
--- a/5th Edition OGL by Roll20/translations/fr.json
+++ b/5th Edition OGL by Roll20/translations/fr.json
@@ -1,5 +1,5 @@
{
- "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
+ "skills-list":"Acrobaties,Dressage,Arcane,Tromperie,Histoire,Perspicacité,Intimidation,Investigation,Médecine,Nature,Perception,Représentation,Persuasion,Religion,Escamotage,Discrétion,Survie",
"npc-options-u":"OPTIONS PNJ",
"name-u":"NOM",
"npc-type-u":"TYPE PNJ",
diff --git a/5th Edition OGL by Roll20/translations/it.json b/5th Edition OGL by Roll20/translations/it.json
index 774ee5cb79..e2c56d8449 100644
--- a/5th Edition OGL by Roll20/translations/it.json
+++ b/5th Edition OGL by Roll20/translations/it.json
@@ -1,192 +1,192 @@
{
- "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
- "npc-options-u":"NPC OPTIONS",
- "name-u":"NAME",
- "npc-type-u":"NPC TYPE",
+ "skills-list":"acrobatics,arcana,athletics,animal-handling,stealth,deception,intimidation,performance,insight,investigation,medicine,nature,perception,persuasion,sleight-of-hand,religion,survival,history",
+ "npc-options-u":"OPZIONI PNG",
+ "name-u":"NOME",
+ "npc-type-u":"TIPO PNG",
"npc-type-place":"Medium fiend, any evil alignment",
- "armor-class-u":"ARMOR CLASS",
- "type-u":"TYPE",
- "npc-armor-place":"scale mail",
- "hit-points-u":"HIT POINTS",
+ "armor-class-u":"CLASSE ARMATURA",
+ "type-u":"TIPO",
+ "npc-armor-place":"armatura a scaglie",
+ "hit-points-u":"PUNTI FERITA",
"formula-u":"FORMULA",
- "speed-u":"SPEED",
- "npc-speed-place":"30 ft., fly 60ft.",
- "attributes-u":"ATTRIBUTES",
- "str-u":"STR",
- "dex-u":"DEX",
- "con-u":"CON",
+ "speed-u":"VELOCITÀ",
+ "npc-speed-place":"30 piedi, volo 60 piedi",
+ "attributes-u":"ATTRIBUTI",
+ "str-u":"FOR",
+ "dex-u":"DES",
+ "con-u":"COS",
"int-u":"INT",
- "wis-u":"WIS",
- "cha-u":"CHA",
- "saves-u":"SAVES",
- "skills-u":"SKILLS",
- "acrobatics-u":"ACROBATICS",
- "animal-handling-u":"ANIMAL HANDLING",
- "arcana-u":"ARCANA",
- "athletics-u":"ATHLETICS",
- "deception-u":"DECEPTION",
- "history-u":"HISTORY",
- "insight-u":"INSIGHT",
- "intimidation-u":"INTIMIDATION",
- "investigation-u":"INVESTIGATION",
- "medicine-u":"MEDICINE",
- "nature-u":"NATURE",
- "perception-u":"PERCEPTION",
- "performance-u":"PERFORMANCE",
- "persuasion-u":"PERSUASION",
- "religion-u":"RELIGION",
- "sleight-of-hand-u":"SLEIGHT OF HAND",
- "stealth-u":"STEALTH",
- "survival-u":"SURVIVAL",
- "damage-vuln-u":"DAMAGE VULNERABILITIES",
- "npc-dmg-vuln-place":"fire",
- "damage-res-u":"DAMAGE RESISTANCES",
- "npc-dmg-res-place":"cold",
- "damage-imm-u":"DAMAGE IMMUNITIES",
- "npc-dmg-imm-place":"lightning, thunder",
- "cond-imm-u":"CONDITION IMMUNITIES",
- "npc-cond-imm-place":"charmed",
- "senses-u":"SENSES",
- "npc-senses-place":"darkvision 120ft., passive Perception 16",
- "langs-u":"LANGUAGES",
- "npc-langs-place":"Abyssal, Common, Infernal",
- "challenge-u":"CHALLENGE",
- "xp-u":"XP",
- "spellcast-npc-u":"SPELLCASTING NPC",
- "spell-ability-u":"SPELLCASTING ABILITY",
- "none-u":"NONE",
- "strength-u":"STRENGTH",
- "strength-save-u":"STRENGTH SAVE",
- "dexterity-u":"DEXTERITY",
- "dexterity-save-u":"DEXTERITY SAVE",
- "constitution-u":"CONSTITUTION",
- "constitution-save-u":"CONSTITUTION SAVE",
- "intelligence-u":"INTELLIGENCE",
- "intelligence-save-u":"INTELLIGENCE SAVE",
- "wisdom-u":"WISDOM",
- "wisdom-save-u":"WISDOM SAVE",
- "charisma-u":"CHARISMA",
- "charisma-save-u":"CHARISMA SAVE",
- "spell-dc-u":"SPELL DC",
- "spell-atk-bonus-u":"SPELL ATTACK BONUS",
- "has-reaction-u":"HAS REACTIONS",
- "leg-actions:-u":"LEGENDARY ACTIONS:",
- "gen-opts-u":"GENERAL OPTIONS",
- "npc-u":"NPC",
- "roll-queries:-u":"ROLL QUERIES:",
- "always-adv":"Always Roll Advantage",
- "adv-toggle":"Advantage Toggle",
- "query-adv":"Query Advantage",
- "never-adv":"Never Roll Advantage",
- "whisp-rolls-gm:-u":"WHISPER ROLLS TO GM:",
- "never-whisp":"Never Whisper Rolls",
- "query-whisp":"Query Whisper",
- "always-whisp":"Always Whisper Rolls",
- "auto-dmg-roll:-u":"AUTO DAMAGE ROLL:",
- "never-dmg":"Don't Auto Roll Damage",
- "always-dmg":"Auto Roll Damage & Crit",
- "ac":"Armor Class",
- "hp":"Hit Points",
- "speed":"Speed",
- "saving-throw":"Saving Throws",
- "str+":"Str +",
- "dex+":"Dex +",
- "con+":"Con +",
+ "wis-u":"SAG",
+ "cha-u":"CAR",
+ "saves-u":"SALVEZZA",
+ "skills-u":"ABILITÀ",
+ "acrobatics-u":"ACROBAZIA",
+ "animal-handling-u":"EMPATIA ANIMALE",
+ "arcana-u":"ARCANO",
+ "athletics-u":"ATLETICA",
+ "deception-u":"INGANNARE",
+ "history-u":"STORIA",
+ "insight-u":"INTUIZIONE",
+ "intimidation-u":"INTIMIDIRE",
+ "investigation-u":"INVESTIGARE",
+ "medicine-u":"MEDICINA",
+ "nature-u":"NATURA",
+ "perception-u":"PERCEZIONE",
+ "performance-u":"INTRATTENERE",
+ "persuasion-u":"PERSUADERE",
+ "religion-u":"RELIGIONE",
+ "sleight-of-hand-u":"RAPIDITÀ DI MANO",
+ "stealth-u":"FURTIVITÀ",
+ "survival-u":"SOPRAVVIVENZA",
+ "damage-vuln-u":"VULNERABILITÀ AL DANNO",
+ "npc-dmg-vuln-place":"fuoco",
+ "damage-res-u":"RESISTENZA AL DANNO",
+ "npc-dmg-res-place":"freddo",
+ "damage-imm-u":"IMMUNITÀ AL DANNO",
+ "npc-dmg-imm-place":"fulmini, tempesta",
+ "cond-imm-u":"IMMUNITÀ ALLE CONDIZIONI",
+ "npc-cond-imm-place":"affascinato",
+ "senses-u":"SENSI",
+ "npc-senses-place":"visione al buio 120 piedi, Percezione passiva 16",
+ "langs-u":"LINGUE",
+ "npc-langs-place":"Abissale, Comune, Infernale",
+ "challenge-u":"SFIDA",
+ "xp-u":"PE",
+ "spellcast-npc-u":"PNG INCANTATORE",
+ "spell-ability-u":"ABILITÀ DA INCANTATORE",
+ "none-u":"NULLA",
+ "strength-u":"FORZA",
+ "strength-save-u":"SALVEZZA FORZA",
+ "dexterity-u":"DESTREZZA",
+ "dexterity-save-u":"SALVEZZA DESTREZZA",
+ "constitution-u":"COSTITUZIONE",
+ "constitution-save-u":"SALVEZZA COSTITUZIONE",
+ "intelligence-u":"INTELLIGENZA",
+ "intelligence-save-u":"SALVEZZA INTELLIGENZA",
+ "wisdom-u":"SAGGEZZA",
+ "wisdom-save-u":"SALVEZZA SAGGEZZA",
+ "charisma-u":"CARISMA",
+ "charisma-save-u":"SALVEZZA CARISMA",
+ "spell-dc-u":"CD INCANTESIMO",
+ "spell-atk-bonus-u":"BONUS DI ATT. DELL'INCANTESIMO",
+ "has-reaction-u":"HA REAZIONE",
+ "leg-actions:-u":"AZIONI LEGGENDARIE:",
+ "gen-opts-u":"OPZIONI GENERALI",
+ "npc-u":"PNG",
+ "roll-queries:-u":"OPZIONI LANCIO:",
+ "always-adv":"Lancia Sempre con Vantaggio",
+ "adv-toggle":"Attiva Vantaggio",
+ "query-adv":"Domanda Vantaggio",
+ "never-adv":"Non Lanciare Mai con Vantaggio",
+ "whisp-rolls-gm:-u":"SUSSURRA LANCI AL DM:",
+ "never-whisp":"Non Sussurrare Lanci",
+ "query-whisp":"Domanda Eventuale Sussurro",
+ "always-whisp":"Sussurra Lanci Sempre",
+ "auto-dmg-roll:-u":"LANCIO DANNO AUTOMATICO:",
+ "never-dmg":"Non Lanciare Danno Automaticamente",
+ "always-dmg":"Automaticamente Lancia Danno & Crit",
+ "ac":"Classe Armatura",
+ "hp":"Punti Ferita",
+ "speed":"Velocità",
+ "saving-throw":"Tiro Salvezza",
+ "str+":"For +",
+ "dex+":"Des +",
+ "con+":"Cos +",
"int+":"Int +",
- "wis+":"Wis +",
- "cha+":"Cha +",
- "skills":"Skills",
- "acrobatics+":"Acrobatics +",
- "animal-handling+":"Animal Handling +",
- "arcana+":"Arcana +",
- "athletics+":"Athletics +",
- "deception+":"Deception +",
- "history+":"History +",
- "insight+":"Insight +",
- "intimidation+":"Intimidation +",
- "investigation+":"Investigation +",
- "medicine+":"Medicine +",
- "nature+":"Nature +",
- "perception+":"Perception +",
- "performance+":"Performance +",
- "persuasion+":"Persuasion +",
- "religion+":"Religion +",
- "sleight-of-hand+":"Sleight of Hand +",
- "stealth+":"Stealth +",
- "survival+":"Survival +",
- "acrobatics":"Acrobatics",
- "animal-handling":"Animal Handling",
- "arcana":"Arcana",
- "athletics":"Athletics",
- "deception":"Deception",
- "history":"History",
- "insight":"Insight",
- "intimidation":"Intimidation",
- "investigation":"Investigation",
- "medicine":"Medicine",
- "nature":"Nature",
- "perception":"Perception",
- "performance":"Performance",
- "persuasion":"Persuasion",
- "religion":"Religion",
- "sleight-of-hand":"Sleight of Hand",
- "stealth":"Stealth",
- "survival":"Survival",
- "dmg-vuln":"Damage Vulnerabilities",
- "dmg-res":"Damage Resistances",
- "dmg-imm":"Damage Immunities",
- "cond-imm":"Condition Immunities",
- "senses":"Senses",
- "langs":"Languages",
- "challenge":"Challenge",
+ "wis+":"Sag +",
+ "cha+":"Car +",
+ "skills":"Abilità",
+ "acrobatics+":"Acrobazia +",
+ "animal-handling+":"Empatia Animale +",
+ "arcana+":"Arcano +",
+ "athletics+":"Atletica +",
+ "deception+":"Ingannare +",
+ "history+":"Storia +",
+ "insight+":"Intuizione +",
+ "intimidation+":"Intimidire +",
+ "investigation+":"Investigare +",
+ "medicine+":"Medicina +",
+ "nature+":"Natura +",
+ "perception+":"Percezione +",
+ "performance+":"Intrattenere +",
+ "persuasion+":"Persuadere +",
+ "religion+":"Religione +",
+ "sleight-of-hand+":"Rapidità di Mano +",
+ "stealth+":"Furtività +",
+ "survival+":"Sopravvivenza +",
+ "acrobatics":"Acrobazia",
+ "animal-handling":"Empatia Animale",
+ "arcana":"Arcano",
+ "athletics":"Atletica",
+ "deception":"Ingannare",
+ "history":"Storia",
+ "insight":"Intuizione",
+ "intimidation":"Intimidire",
+ "investigation":"Investigare",
+ "medicine":"Medicina",
+ "nature":"Natura",
+ "perception":"Percezione",
+ "performance":"Intrattenere",
+ "persuasion":"Persuadere",
+ "religion":"Religione",
+ "sleight-of-hand":"Rapidità di Mano",
+ "stealth":"Furtività",
+ "survival":"Sopravvivenza",
+ "dmg-vuln":"Vulnerabilità al Danno",
+ "dmg-res":"Resistenze al Danno",
+ "dmg-imm":"Immunità al Danno",
+ "cond-imm":"Immunità alle Condizioni",
+ "senses":"Sensi",
+ "langs":"Lingue",
+ "challenge":"Sfida",
"npc-trait-name-place":"False Appearance.",
"npc-trait-desc-place":"If the dragon fails...",
- "actions":"Actions",
- "adv":"Advantage",
- "norm":"Normal",
- "disadv":"Disadvantage",
- "name:-u":"NAME:",
- "attack-u":"ATTACK",
- "type:-u":"TYPE:",
- "melee":"Melee",
- "ranged":"Ranged",
- "range-reach:-u":"RANGE/REACH:",
- "range-reach-place":"5 ft.",
- "to-hit:-u":"TO HIT:",
- "target:-u":"TARGET:",
- "target:":"Target:",
- "to-hit-place":"One target",
- "on-hit:-u":"ON HIT:",
- "on-hit-place":"slashing",
- "on-hit2:-u":"ON HIT 2:",
- "on-hit-2-place":"fire",
- "hit:":"Hit: ",
- "reactions":"Reactions",
- "npc-repeating-name-place":"Parry.",
+ "actions":"Azioni",
+ "adv":"Vantaggio",
+ "norm":"Normale",
+ "disadv":"Svantaggio",
+ "name:-u":"NOME:",
+ "attack-u":"ATTACCO",
+ "type:-u":"TIPO:",
+ "melee":"Mischia",
+ "ranged":"Distanza",
+ "range-reach:-u":"RAGGIO/PORTATA:",
+ "range-reach-place":"5 piedi",
+ "to-hit:-u":"PER COLPIRE:",
+ "target:-u":"OBIETTIVO:",
+ "target:":"Obiettivo:",
+ "to-hit-place":"Un Obiettivo",
+ "on-hit:-u":"SE COLPITO:",
+ "on-hit-place":"tagliente",
+ "on-hit2:-u":"SE COLPITO 2:",
+ "on-hit-2-place":"fuoco",
+ "hit:":"Colpo: ",
+ "reactions":"Reazioni",
+ "npc-repeating-name-place":"Parata.",
"npc-repeating-desc-place":"The creature adds 2 to its AC against...",
- "spells":"Spells",
+ "spells":"Incantesimi",
"prep-u":"PREP",
- "school:-u":"SCHOOL:",
- "abjuration":"Abjuration",
- "conjuration":"Conjuration",
- "divination":"Divination",
- "enchantment":"Enchantment",
- "evocation":"Evocation",
- "illusion":"Illusion",
- "necromancy":"Necromancy",
- "transmutation":"Transmutation",
- "ritual":"RITUAL",
- "ritual-l":"ritual",
- "range:-u":"RANGE:",
- "range:":"Range:",
- "components:-u":"COMPONENTS:",
- "components:":"Components:",
+ "school:-u":"SCUOLA:",
+ "abjuration":"Abiurazione",
+ "conjuration":"Congiurazione",
+ "divination":"Divinazione",
+ "enchantment":"Incantamento",
+ "evocation":"Evocazione",
+ "illusion":"Illusione",
+ "necromancy":"Necromanzia",
+ "transmutation":"Trasmutazione",
+ "ritual":"RITUALE",
+ "ritual-l":"rituale",
+ "range:-u":"RAGGIO:",
+ "range:":"raggio:",
+ "components:-u":"COMPONENTI:",
+ "components:":"Componenti:",
"spell-component-verbal":"V",
"spell-component-somatic":"S",
"spell-component-material":"M",
"ruby-dust-place":"ruby dust worth 50gp",
- "concentration-u":"CONCENTRATION",
- "concentration":"Concentration",
+ "concentration-u":"CONCENTRAZIONE",
+ "concentration":"Concentrazione",
"duration:-u":"DURATION:",
"duration:":"Duration:",
"difficulty-class-abv":"DC",
@@ -424,4 +424,4 @@
"ammo-tracking-info":"Provides automatic ammo tracking with the 5th Edition OGL by Roll20 Companion API Script.",
"dungeons-and-dragons-styling":"DUNGEONS AND DRAGONS STYLING",
"dungeons-and-dragons-styling-info":"Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used."
-}
\ No newline at end of file
+}
diff --git a/5th Edition OGL by Roll20/translations/pt.json b/5th Edition OGL by Roll20/translations/pt.json
index 6ac59aa5db..e6d6664f6a 100644
--- a/5th Edition OGL by Roll20/translations/pt.json
+++ b/5th Edition OGL by Roll20/translations/pt.json
@@ -1,5 +1,5 @@
{
- "skills-list":"acrobatics,animal-handling,arcana,athletics,deception,history,insight,intimidation,investigation,medicine,nature,perception,performance,persuasion,religion,sleight-of-hand,stealth,survival",
+ "skills-list":"acrobacia,adestrar-animais,arcanismo,atletismo,enganação,história,intuição,intimidação,investigação,medicina,natureza,percepção,atuação,persuasão,religião,prestidigitação,furtividade,sobrevivência",
"npc-options-u":"OPÇÕES DE PDM",
"name-u":"NOME",
"npc-type-u":"TIPO DE PDM",
@@ -72,7 +72,7 @@
"has-reaction-u":"POSSUI REAÇÕES",
"leg-actions:-u":"AÇÕES LENDÁRIAS:",
"gen-opts-u":"OPÇÕES GERAIS",
- "npc-u":"PdM",
+ "npc-u":"PDM",
"roll-queries:-u":"OPÇÕES DE ROLAGEM:",
"always-adv":"Sempre rolar com vantagem",
"adv-toggle":"Ativar vantagem",
@@ -233,7 +233,7 @@
"background-u":"ANTECEDENTE",
"race-u":"RAÇA",
"alignment-u":"TENDÊNCIA",
- "exp-pts-u":"XP",
+ "exp-pts-u":"PONTOS DE EXP",
"inspiration-u":"INSPIRAÇÃO",
"prof-bonus-u":"BÔNUS DE PROFICIÊNCIA",
"strength":"Força",
@@ -293,7 +293,7 @@
"dmg-type-u":"DANO/TIPO",
"attack:-u":"ATAQUE:",
"proficient-u":"PROFICIENTE",
- "range-place":"PESSOAL (Cone 18m)",
+ "range-place":"Pessoal (Cone de 18 m)",
"magic-bonus:-u":"BÔNUS MAGICO:",
"crit-range-u":"CRÍTICO:",
"damage:-u":"DANO:",
@@ -303,7 +303,7 @@
"saving-throw:-u":"TESTE DE RESIST.:",
"vs-dc:-u":"CONTRA CD:",
"spell-u":"MAGIA",
- "flat-u":"FLAT",
+ "flat-u":"FIXO",
"save":"Teste",
"save-effect:-u":"EM CASO DE SUCESSO:",
"save-effect-place":"metade do dano",
@@ -344,21 +344,21 @@
"skin-u":"PELE",
"hair-u":"CABELO",
"char-appearance-u":"APARÊNCIA DO PERSONAGEM",
- "char-backstory-u":"HISTÓRICO DO PERSONAGEM",
- "allies-orgs-u":"ALIADOS & ORGANIZAÇÕES",
- "add-feats-traits-u":"CARACTERÍSTICAS & TRAÇOS ADICIONAIS",
+ "char-backstory-u":"HISTÓRIA DO PERSONAGEM",
+ "allies-orgs-u":"ALIADOS E ORGANIZAÇÕES",
+ "add-feats-traits-u":"CARACTERÍSTICAS E TRAÇOS ADICIONAIS",
"treasure-u":"TESOURO",
"spell-save-dc-u":"CD DE RESISTÊNCIA DA MAGIA",
"cantrips-u":"TRUQUES",
"ritual-u":"RITUAL",
- "casting-time:-u":"TEMPO P/ CONJURAR:",
+ "casting-time:-u":"TEMPO DE CONJ.:",
"casting-time:":"Tempo de Conjuração:",
"at-higher-lvl-dmg:-u":"DANO EM NÍVEIS SUPERIORES:",
- "half-dmg-place":"metade do dano",
+ "half-dmg-place":"Metade do dano",
"hit-die:-u":"DADO DE VIDA:",
"initiative-mod:-u":"MODIFICADOR DE INICIATIVA:",
"glob-saving-mod:-u":"MOD. GERAL DOS TESTES DE RESISTÊNCIA:",
- "glob-ac-mod:-u":"MODIFICADOR GERAL DA CA:",
+ "glob-ac-mod:-u":"MODIFICADOR GLOBAL DA CA:",
"glob-atk-mod:-u":"MODIFICADOR GERAL DE ATAQUES MÁGICOS:",
"pass-perc-mod:-u":"MODIFICADOR DE PERCEPÇÃO PASSIVA:",
"death-save-mod:-u":"MODIFICADOR DE RESISTÊNCIA À MORTE:",
@@ -384,15 +384,15 @@
"expirtise":"Aptidão",
"skill-opts-u":"OPÇÕES DE PERÍCIA",
"version":"v",
- "always-roll-adv":"Sempre rolar com vantagem",
- "toggle-roll-adv":"Ativar vantagem",
- "query-roll-adv":"Perguntar por vantagem",
- "never-roll-adv":"Nunca rolar com vantagem",
- "never-whisper-roll":"Nunca sussurar rolagens",
- "query-whisper-roll":"Perguntar por sussurro",
- "always-whisper-roll":"Sempre sussurar rolagens",
- "never-roll-dmg":"Não rolar dano automaticamente",
- "always-roll-dmg":"Rolar dano & critico automaticamente",
+ "always-roll-adv":"Sempre Rolar Vantagem",
+ "toggle-roll-adv":"Ativar Vantagem",
+ "query-roll-adv":"Perguntar Pela Vantagem",
+ "never-roll-adv":"Nunca Rolar Vantagem",
+ "never-whisper-roll":"Nunca Sussurar Rolagens",
+ "query-whisper-roll":"Perguntar pelo Sussurro",
+ "always-whisper-roll":"Sempre Sussurar Rolagens",
+ "never-roll-dmg":"Não Rolar Dano Automaticamente",
+ "always-roll-dmg":"Rolar Dano E Critico Automaticamente",
"add-char-to-templates:-u":"ADD. NOME DO PERSONAGEM AOS MODELOS:",
"on":"Sim",
"off":"Não",
@@ -410,11 +410,11 @@
"transition-opts-u":"OPÇÕES DE TRANSIÇÃO",
"portions-sheet-utilize":"Partes desta ficha utilizam conteúdo do Documento de Referência do Sistema 5.0 sob a Licença OGL. Vizulaizar a Licença OGL e o Aviso de Direitos Autorais. https://wiki.roll20.net/SRD_5.0_OGL_License",
"api-required-title":"Experimente agora com a instalação fácil da API em um clique disponível com a sua assinatura Pro.",
- "api-required-u":"(API NECESSÁRIA)",
+ "api-required-u":"(NECESSÁRIO A API)",
"spell_dc_mod:-u":"MOD DO TESTE DE RESISTÊNCIA DA MAGIA:",
"custom_ac:-u":"CA CUSTOMIZADA:",
- "npc-info":"A opção de PdM define novos personagens para usar o estilo do cartão de ficha de PdM como padrão. Útil se os personagens já foram criados e todas as fichas de personagens novos adicionados ao jogo provavelmente representarão personagens não jogáveis.",
- "npc-pc":"PdM/PJ",
+ "npc-info":"A opção de PDM define novos personagens para usar o estilo do cartão de ficha de PDM como padrão. Útil se os personagens já foram criados e todas as fichas de personagens novos adicionados ao jogo provavelmente representarão personagens não jogáveis.",
+ "npc-pc":"PDM/PJ",
"roll-queries-info":"As rolagens de D20 sairão de acordo com esta opção. Sempre Rolar Com Vantagem é a opção padrão e irá rolar dois D20 em todas as rolagens no caso de vantagem. É esperado que se não tiver vantagem ou desvantagem você usará o resultado à esquerda. A opção Ativar Vantagem adiciona três novos botões no topo do ficha para que você possa alternar a vantagem dependendo de cada situação. Perguntar Por Vantagem lhe dá uma solicitação para cada rolagem perguntando se ela tem vantagem. Nunca Rolar Com Vantagem sempre rola um único D20 em todas as rolagens, presumindo que o jogador role uma segunda vez no caso de vantagem ou desvantagem.",
"whisp-rolls-gm-info":"Todas as rolagens da ficha são enviadas para todos os jogadores na aba de conversação por padrão. A opção Perguntar Por Sussurro lhe dá uma solicitação em cada rolagem perguntando se ela deverá ou não ser enviada privativamente apenas para você e o Mestre. Sempre Sussurrar Rolagens irá enviar as rolagens apenas para você e o Mestre.",
"auto-dmg-roll-info":"Por padrão, rolagens de dano não são roladas até que o ataque seja confirmado. O dano é rolado a partir do modelo de rolagem do bate-papo, clicando no nome do ataque na barra à direita, ao qual mostra o dano. O método padrão é compatível com o dado 3D. Opcionalmente, você pode escolher ter a opção Rolar Dano & Crítico Automaticamente ao qual rola o dano e dado de crítico ao mesmo tempo que o ataque, apresentando todas os possíveis resultados no momento do ataque.",
diff --git a/AD&D 2E Revised/2ESheet.html b/AD&D 2E Revised/2ESheet.html
index 1415c58ddc..f3bbeeaa29 100644
--- a/AD&D 2E Revised/2ESheet.html
+++ b/AD&D 2E Revised/2ESheet.html
@@ -1,6 +1,6 @@
\ No newline at end of file
diff --git a/AD&D_2E/2EStyle.css b/AD&D_2E/2EStyle.css
index f8fb94af23..cf5ba89d63 100644
--- a/AD&D_2E/2EStyle.css
+++ b/AD&D_2E/2EStyle.css
@@ -206,6 +206,7 @@ input[type="checkbox"]:checked + span::before
.sheet-rolltemplate-2Eattack div.sheet-template-container,
.sheet-rolltemplate-2Espell div.sheet-template-container,
.sheet-rolltemplate-2Echeck div.sheet-template-container,
+.sheet-rolltemplate-2Einversecheck div.sheet-template-container,
.sheet-rolltemplate-2Esave div.sheet-template-container {
border: none;
text-align: left;
@@ -215,6 +216,7 @@ input[type="checkbox"]:checked + span::before
.sheet-rolltemplate-2Eattack th.sheet-template-title1,
.sheet-rolltemplate-2Espell th.sheet-template-title1,
.sheet-rolltemplate-2Echeck th.sheet-template-title1,
+.sheet-rolltemplate-2Einversecheck th.sheet-template-title1,
.sheet-rolltemplate-2Esave th.sheet-template-title1 {
font-size: 12pt;
font-weight: bold;
@@ -231,6 +233,7 @@ input[type="checkbox"]:checked + span::before
.sheet-rolltemplate-2Eattack th.sheet-template-title2,
.sheet-rolltemplate-2Espell th.sheet-template-title2,
.sheet-rolltemplate-2Echeck th.sheet-template-title2,
+.sheet-rolltemplate-2Einversecheck th.sheet-template-title2,
.sheet-rolltemplate-2Esave th.sheet-template-title2 {
font-size: 12pt;
font-weight: bold;
@@ -247,6 +250,7 @@ input[type="checkbox"]:checked + span::before
.sheet-rolltemplate-2Eattack th.sheet-template-subtitle1,
.sheet-rolltemplate-2Espell th.sheet-template-subtitle1,
.sheet-rolltemplate-2Echeck th.sheet-template-subtitle1,
+.sheet-rolltemplate-2Einversecheck th.sheet-template-subtitle1,
.sheet-rolltemplate-2Esave th.sheet-template-subtitle1 {
font-size: 8pt;
font-weight: normal;
@@ -264,6 +268,7 @@ input[type="checkbox"]:checked + span::before
.sheet-rolltemplate-2Eattack th.sheet-template-subtitle2,
.sheet-rolltemplate-2Espell th.sheet-template-subtitle2,
.sheet-rolltemplate-2Echeck th.sheet-template-subtitle2,
+.sheet-rolltemplate-2Einversecheck th.sheet-template-subtitle2,
.sheet-rolltemplate-2Esave th.sheet-template-subtitle2 {
font-size: 8pt;
font-style: italic;
@@ -281,6 +286,7 @@ input[type="checkbox"]:checked + span::before
.sheet-rolltemplate-2Eattack table,
.sheet-rolltemplate-2Espell table,
.sheet-rolltemplate-2Echeck table,
+.sheet-rolltemplate-2Einversecheck table,
.sheet-rolltemplate-2Esave table {
width: 100%;
}
@@ -288,12 +294,14 @@ input[type="checkbox"]:checked + span::before
.sheet-rolltemplate-2Edefault .sheet-template-body tr:nth-child(even),
.sheet-rolltemplate-2Espell .sheet-template-body tr:nth-child(even),
.sheet-rolltemplate-2Echeck .sheet-template-body tr:nth-child(even),
+.sheet-rolltemplate-2Einversecheck .sheet-template-body tr:nth-child(even),
.sheet-rolltemplate-2Esave .sheet-template-body tr:nth-child(even) {
background-color: #e0e0e0;
}
.sheet-rolltemplate-2Edefault .sheet-template-body tr:nth-child(odd),
.sheet-rolltemplate-2Espell .sheet-template-body tr:nth-child(odd),
.sheet-rolltemplate-2Echeck .sheet-template-body tr:nth-child(odd),
+.sheet-rolltemplate-2Einversecheck .sheet-template-body tr:nth-child(odd),
.sheet-rolltemplate-2Esave .sheet-template-body tr:nth-child(odd) {
background-color: #f4f4f4;
}
@@ -302,6 +310,7 @@ input[type="checkbox"]:checked + span::before
.sheet-rolltemplate-2Eattack div.sheet-template-body,
.sheet-rolltemplate-2Espell div.sheet-template-body,
.sheet-rolltemplate-2Echeck div.sheet-template-body,
+.sheet-rolltemplate-2Einversecheck div.sheet-template-body,
.sheet-rolltemplate-2Esave div.sheet-template-body {
border: 1px solid black;
border-bottom-right-radius: 8px;
@@ -315,6 +324,7 @@ input[type="checkbox"]:checked + span::before
.sheet-rolltemplate-2Eattack div.sheet-attack-head,
.sheet-rolltemplate-2Espell div.sheet-spell-head,
.sheet-rolltemplate-2Echeck div.sheet-check-head,
+.sheet-rolltemplate-2Einversecheck div.sheet-check-head,
.sheet-rolltemplate-2Esave div.sheet-save-head {
border: 1px solid #000000;
border-top-right-radius: 8px;
@@ -552,11 +562,13 @@ input[type="checkbox"]:checked + span::before
margin: 0px;
}
-.sheet-rolltemplate-2Echeck div.sheet-check-head {
+.sheet-rolltemplate-2Echeck div.sheet-check-head,
+.sheet-rolltemplate-2Einversecheck div.sheet-check-head {
background: #512E5F;
}
-.sheet-rolltemplate-2Echeck td.sheet-check-c1 {
+.sheet-rolltemplate-2Echeck td.sheet-check-c1,
+.sheet-rolltemplate-2Einversecheck td.sheet-check-c1 {
font-size: 9pt;
font-weight: bold;
text-transform: capitalize;
@@ -568,7 +580,8 @@ input[type="checkbox"]:checked + span::before
margin: 0px;
}
-.sheet-rolltemplate-2Echeck td.sheet-check-c2 {
+.sheet-rolltemplate-2Echeck td.sheet-check-c2,
+.sheet-rolltemplate-2Einversecheck td.sheet-check-c2 {
font-size: 10pt;
font-weight: bold;
text-transform: capitalize;
@@ -579,7 +592,8 @@ input[type="checkbox"]:checked + span::before
margin: 0px;
}
-.sheet-rolltemplate-2Echeck td.sheet-check-c3 {
+.sheet-rolltemplate-2Echeck td.sheet-check-c3,
+.sheet-rolltemplate-2Einversecheck td.sheet-check-c3 {
background-color: #093a01;
border: none;
font-size: 12pt;
@@ -592,7 +606,8 @@ input[type="checkbox"]:checked + span::before
margin: 0px;
}
-.sheet-rolltemplate-2Echeck td.sheet-check-c4 {
+.sheet-rolltemplate-2Echeck td.sheet-check-c4,
+.sheet-rolltemplate-2Einversecheck td.sheet-check-c4 {
background-color: #a01616;
border: none;
font-size: 12pt;
diff --git a/AD&D_2E/sheet.json b/AD&D_2E/sheet.json
index eb3f90d441..acc1e70b51 100644
--- a/AD&D_2E/sheet.json
+++ b/AD&D_2E/sheet.json
@@ -1,8 +1,8 @@
{
"html": "2ESheet.html",
"css": "2EStyle.css",
- "authors": "Aqua Alex, Dylan G. based on work by Stephen S. Rolltemplates and continuing development by Elena S.",
+ "authors": "Aqua Alex, Elena S., Dylan G., Stephen S.",
"preview": "2EPreview.png",
"roll20userid": "35199, 1638432, 1048758",
- "instructions": "# Character Sheet\r This sheet includes everything you need to run a character or monster in an Advanced Dungeons and Dragons, Second Edition campaign, including many resources from Skills & Powers. Please try to make sure there is a plain number value (and any appropriate + or - signs) in fields used for the weapon macros.\r\r## Sheet Documentation\r To view the sheet documentation wiki page with detailed instructions on using the various functions and roll templates available with this character sheet please see the [AD&D 2nd Edition wiki](https://wiki.roll20.net/ADnD_2nd_Edition_Character_sheet)\r This wiki page also includes links to many community maintained resources designed to make your AD&D 2nd Edition games more enjoyable.\r If you would like to participate in the continuing development of this character sheet we welcome all community input. Check the [Sheet Development Thread](https://app.roll20.net/forum/post/4641304/ad-and-d-2nd-edition-simple-sheet-sheet-development-and-improvements-beta) and feel free to post any comments, questions, or use the link provided there to join the test game.\r\r## Roll Templates\r Several roll templates are available to use with your custom macros. Here is a quick description of each (for more detailed information please see the sheet documentation).\r\r*- 2Edefault - behaves very much like the standard roll20 default template with a few optional features. Such as adding a subtitle, and adding descriptive text fields.\r* 2Eattack - A template designed for comprehensive weapon attack resolution. It even includes optional support for critical hits and fumbles.\r* 2Echeck - This template handles Ability, Rogue Skill, and Proficiency checks. It provides a clear and concise display of whether the check is fails or succeeds, and displays the relevant roll and target number for verification.\r* 2Esave - This template handles saving throw rolls in a clear and concise manner, and circumvents a quirk of the dice engine which fails when attempting to make a comparison against a negative number.\r* 2Espell - A nice clean template for displaying spell information. Includes fields for all of the standard 2nd edition spell attributes and an area to describe the spell effects. Also has optional attributes for easy damage and healing resolution, added section for reference to source materials.\r\r## Special Thanks\r\r* Dylan G. and Stephen S. (sheet creators)\r* Everyone in the character sheet test game."
+ "instructions": "# Character Sheet\r This sheet includes everything you need to run a character or monster in an Advanced Dungeons and Dragons, Second Edition campaign, including many resources from Skills & Powers. Please try to make sure there is a plain number value (and any appropriate + or - signs) in fields used for the weapon macros.\r\r## Sheet Documentation\r To view the sheet documentation wiki page with detailed instructions on using the various functions and roll templates available with this character sheet please see the [AD&D 2nd Edition wiki](https://wiki.roll20.net/ADnD_2nd_Edition_Character_sheet)\r This wiki page also includes links to many community maintained resources designed to make your AD&D 2nd Edition games more enjoyable.\r If you would like to participate in the continuing development of this character sheet we welcome all community input. Check the [Sheet Development Thread](https://app.roll20.net/forum/post/4641304/ad-and-d-2nd-edition-simple-sheet-sheet-development-and-improvements-beta) and feel free to post any comments, questions, or use the link provided there to join the test game.\r\r## Roll Templates\r Several roll templates are available to use with your custom macros. Here is a quick description of each (for more detailed information please see the sheet documentation).\r\r*- 2Edefault - behaves very much like the standard roll20 default template with a few optional features. Such as adding a subtitle, and adding descriptive text fields.\r* 2Eattack - A template designed for comprehensive weapon attack resolution. It even includes optional support for critical hits and fumbles.\r* 2Echeck - This template handles Ability, Rogue Skill, and Proficiency checks. It provides a clear and concise display of whether the check is fails or succeeds, and displays the relevant roll and target number for verification.\r* 2Einversecheck - This template handles cases where you wish to check for rolls equal or less than teh roll. It is otherwise the same as 2Echeck template.\r* 2Esave - This template handles saving throw rolls in a clear and concise manner, and circumvents a quirk of the dice engine which fails when attempting to make a comparison against a negative number.\r* 2Espell - A nice clean template for displaying spell information. Includes fields for all of the standard 2nd edition spell attributes and an area to describe the spell effects. Also has optional attributes for easy damage and healing resolution, added section for reference to source materials.\r\r## Special Thanks\r\r* Dylan G. and Stephen S. (sheet creators)\r* Everyone in the character sheet test game. \r Elena added the awesome new templates and Aqua Alex added the worker scripts"
}
diff --git a/Against the Dark Yogi/darkyogi.css b/Against the Dark Yogi/darkyogi.css
index 085c6cf9aa..98383fda32 100644
--- a/Against the Dark Yogi/darkyogi.css
+++ b/Against the Dark Yogi/darkyogi.css
@@ -1,5 +1,5 @@
.charsheet {
- background-image: url("https://raw.githubusercontent.com/tmtabor/roll20-character-sheets/master/Against%20the%20Dark%20Yogi/darkyogi-background.jpg");
+ background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Against%20the%20Dark%20Yogi/darkyogi-background.jpg");
background-size: contain;
background-repeat: repeat-y;
background-color: black;
diff --git a/Against the Dark Yogi/darkyogi.html b/Against the Dark Yogi/darkyogi.html
index c969cb657c..fa58a1dbd7 100644
--- a/Against the Dark Yogi/darkyogi.html
+++ b/Against the Dark Yogi/darkyogi.html
@@ -1,4 +1,4 @@
-
+
\ No newline at end of file
diff --git a/Dime Adventures/dimeadventures.png b/Dime Adventures/dimeadventures.png
new file mode 100644
index 0000000000..10b00ae34d
Binary files /dev/null and b/Dime Adventures/dimeadventures.png differ
diff --git a/Dime Adventures/preview.jpg b/Dime Adventures/preview.jpg
new file mode 100644
index 0000000000..8fff973626
Binary files /dev/null and b/Dime Adventures/preview.jpg differ
diff --git a/Dime Adventures/sheet.json b/Dime Adventures/sheet.json
new file mode 100644
index 0000000000..47bc5064fc
--- /dev/null
+++ b/Dime Adventures/sheet.json
@@ -0,0 +1,8 @@
+{
+ "html": "dimeadventures.html",
+ "css": "dimeadventures.css",
+ "authors": "Thorin Tabor",
+ "roll20userid": "20810",
+ "preview": "preview.jpg",
+ "instructions": "This is a character sheet for [Dime Adventures: Pulp Alternate History Roleplaying](http://www.tabcreations.com/site/Dime_Adventures) by Tab Creations.\n\nThis character sheet makes use of the optional dice-based rules found in the appendix. This is due to Roll20 having better support for dice than for cards. If you wish to use the default card-based rules, simply duplicate the poker deck that comes with a Roll20 game, give each player a deck and then manually flip cards and add to the appropriate numbers."
+}
diff --git a/DnD_Moldvay_AmandatheAmazon/D&D_Moldvay_AmandatheAmazon.css b/DnD_Moldvay_AmandatheAmazon/D&D_Moldvay_AmandatheAmazon.css
index 656b9f7735..578780369e 100644
--- a/DnD_Moldvay_AmandatheAmazon/D&D_Moldvay_AmandatheAmazon.css
+++ b/DnD_Moldvay_AmandatheAmazon/D&D_Moldvay_AmandatheAmazon.css
@@ -470,7 +470,9 @@
/*background-image:url(https://i.imgur.com/EqXhP4m.jpg);*/
/*background-image:url(https://i.imgur.com/eyYe0cO.png);*/
/*background-image:url(https://i.imgur.com/5gpaGEp.jpg);*/
- background-image:url(https://i.imgur.com/C5TNftW.jpg);
+ /*background-image:url(https://i.imgur.com/C5TNftW.jpg);*/
+ /*background-image:url(https://i.imgur.com/YLgncFs.png);*/
+ background-image: url(https://i.imgur.com/62twH3c.png);
background-repeat:repeat-y;
background-origin: border-box;
/*background-size: cover;*/
diff --git a/DresdenFilesAccelerated/DFA.html b/DresdenFilesAccelerated/DFA.html
index 23b342a705..c769b49736 100644
--- a/DresdenFilesAccelerated/DFA.html
+++ b/DresdenFilesAccelerated/DFA.html
@@ -31,45 +31,45 @@
\ No newline at end of file
diff --git a/Infected!/infected.html b/Infected!/infected.html
index 7d22322c8a..928a85ae15 100644
--- a/Infected!/infected.html
+++ b/Infected!/infected.html
@@ -170,7 +170,7 @@
+
+
+ Show :
+ Manifest |
+ Info |
+ Active Check
+
+
+
+
+
+
Mutation Manifestation
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Roll for Manifestation
+
+
+
+
+
+
+
Mutation Description/Flavour
+
+
+
+
+
+
+
+
+
+
+
Active Mutation Check
+
+
Damage Die
+
Dmg Bonus
+
Special Damage
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Active Mutation Check
+
+
+
+
+
+
+
+
+ Mutation Damage
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Mutant Abilities
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+ Find Secret Doors
+
+
+
+
+
+
+
+
Mutant Horror Init Bonus
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Mutant Artifact Bonus
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
AI Recognition
+
Bonus
+
Total Bonus
+
+ AI Recognition
+
+
+
+
+
+
+
Passive Mutation Check
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Passive Mutation Check
+
+
+
+
+
+
+
Defect Check
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Defect Check
+
+
+
+
+
+
+
+
Hit Points: 1d5 per level
+
Weapons: Any
+
Armor: ?
+
+
+
+
+
+
Mutant Mutations
+
+
+
+
+
+
+
+
Base Mutation
+
Mutation Type
+
Mutation name
+
Range
+
Duration
+
Save
+
Lost?
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Show :
+ Manifest |
+ Info |
+ Active Check
+
+
+
+
+
+
Mutation Manifestation
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Roll for Manifestation
+
+
+
+
+
+
+
Mutation Description/Flavour
+
+
+
+
+
+
+
+
+
+
+
Active Mutation Check
+
+
Damage Die
+
Dmg Bonus
+
Special Damage
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Active Mutation Check
+
+
+
+
+
+
+
+
+ Mutation Damage
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Plantient Abilities
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+ Find Secret Doors
+
+
+
+
+
+
+
+
Plantient Artifact Bonus
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Passive Mutation Check
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Passive Mutation Check
+
+
+
+
+
+
+
Defect Check
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Defect Check
+
+
+
+
+
+
+
+
Hit Points: ? per level
+
Weapons: ?
+
Armor: ?
+
+
+
+
+
+
Plantient Mutations
+
+
+
+
+
+
+
+
Base Mutation
+
Mutation Type
+
Mutation name
+
Range
+
Duration
+
Save
+
Lost?
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Show :
+ Manifest |
+ Info |
+ Active Check
+
+
+
+
+
+
Mutation Manifestation
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Roll for Manifestation
+
+
+
+
+
+
+
Mutation Description/Flavour
+
+
+
+
+
+
+
+
+
+
+
Active Mutation Check
+
+
Damage Die
+
Dmg Bonus
+
Special Damage
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Active Mutation Check
+
+
+
+
+
+
+
+
+ Mutation Damage
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Shaman Abilities
+
+
+
Secret Doors
+
Misc Bonus
+
Total Bonus
+
+ Find Secret Doors
+
+
+
+
+
+
+
+
+
+
Shaman Artifact Bonus
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
AI Recognition
+
Bonus
+
Natural Bonus
+
Total Bonus
+
+ AI Recognition
+
+
+
+
+
+
+
Momentum
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Patron AI(s)
+
+
+
+
Name(s)
+
+
+
+
+
+
+
+
Taint
+
+
+
+
+
+
+
Notes
+
+
+
+
+
+
+
+
+
Wetware Corruption
+
+
+
+
+
+
+
+
+
+
+
+
Other Notes
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Hit Points: 1d4 per level
+
Weapons: Dagger, longbow, longsword, shortbow, short sword, and staff
+
Armor: Wizards rarely wear armor, as it hinders spellcasting.
+
Alignment: Chaotic wizards study black magic. Neutral or lawful wizards seek control over elements. Wizards of all persuasions practice enchantment.
+
Languages: Common. Knows two additional languages for every point of Int modifier
+
Movement: 30'
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Artifact Combat Check
+
+
+
+
+
+
+
+
Melee Weapons
+
+
+
Lucky Weapon
+
Starting Weapon Lucky Roll
+
+
Weapon
+
Wielded
+
Attack Die
+
Magic Bonus
+
To Hit Bonus
+
Dmg Dice
+
Dmg Bonus
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Ranged Weapons
+
+
+
Lucky Weapon
+
Starting Weapon Lucky Roll
+
Ammo
+
Weapon
+
Short
+
Med
+
Long
+
Attack Die
+
Magic Bonus
+
To Hit Bonus
+
Dmg Dice
+
Dmg Bonus
+
Range to Attack
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Program Slots by Class
+
+
+
+
+
+
+
1st Level
+
+
2nd Level
+
+
3rd Level
+
+
4th Level
+
+
5th Level
+
+
+
+
+
+
Shaman
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
User Type
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Manifestation
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Roll for Manifestation
+
+
+
+
+
+
+
Spell Type
+
+
+
+
+
+
+
+
+
+
+
+
+
Hard Drive
+
The first time you attempt to run a program, you need to roll your Mercurial Magic check along with your Manifestation check. There are text boxes to enter these effects for each spell.
Check this box if you need to use multiple dice to roll your program check (e.g.: You have the Joe Average mercurial effect). Uncheck to go back to single die rolls.
Check this box if you need to use multiple dice to roll your Program check (e.g.: You have the Joe Average mercurial effect). Uncheck to go back to single die rolls.
Check this box if you need to use multiple dice to roll your Program check (e.g.: You have the Joe Average mercurial effect). Uncheck to go back to single die rolls.
Check this box if you need to use multiple dice to roll your Program check (e.g.: You have the Joe Average mercurial effect). Uncheck to go back to single die rolls.
Check this box if you need to use multiple dice to roll your Program check (e.g.: You have the Joe Average mercurial effect). Uncheck to go back to single die rolls.
+
+
+
+ Show :
+ Manifestation |
+ General
+
+
+
+
+
+
+
Program Manifestation
+
+
+
+
+
+
+
+
+
+
+
Program Description/Flavour
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Level 2
+
+
+
+
+
+
+
Program Level
+
Program name
+
Range
+
Duration
+
Activation time
+
Save
+
Conc.
+
+
+
+
Level 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Program Check Die
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Program Check
+
+
+
+
+
+
+
+ Show :
+ Manifestation |
+ General
+
+
+
+
+
+
+
Program Manifestation
+
+
+
+
+
+
+
+
+
+
+
Program Description/Flavour
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Level 3
+
+
+
+
+
+
+
+
Program Level
+
Program name
+
Range
+
Duration
+
Activation time
+
Save
+
Conc.
+
+
+
+
Level 3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Program Check Die
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Program Check
+
+
+
+
+
+
+
+ Show :
+ Manifestation |
+ General
+
+
+
+
+
+
+
Program Manifestation
+
+
+
+
+
+
+
+
+
+
+
Program Description/Flavour
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Level 4
+
+
+
+
+
+
+
Program Level
+
Program name
+
Range
+
Duration
+
Activation time
+
Save
+
Conc.
+
+
+
+
Level 4
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Program Check Die
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Program Check
+
+
+
+
+
+
+
+ Show :
+ Manifestation |
+ General
+
+
+
+
+
+
+
Program Manifestation
+
+
+
+
+
+
+
+
+
+
+
Program Description/Flavour
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Level 5
+
+
+
+
+
+
+
+
Program Level
+
Program name
+
Range
+
Duration
+
Activation time
+
Save
+
Conc.
+
+
+
+
Level 5
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Program Check Die
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Program Check
+
+
+
+
+
+
+
+ Show :
+ Manifestation |
+ General
+
+
+
+
+
+
+
Program Manifestation
+
+
+
+
+
+
+
+
+
+
+
Program Description/Flavour
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Armor Class
+
Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any artifact items or programs. Use the checkboxes to indicate whether each row is is worn/equipped. If you have a class feature that also boosts your AC then add that here too.
+
+
+
+
+
+
+
+
AC (worn armor)
+
+
+
+
Total Check Penalty
+
+
+
+
Total Speed Reduction
+
+
+
+
+
+
+
+
+
+
Worn?
+
Name
+
Base AC
+
Magic Bonus
+
Total AC
+
Fumble Die
+
Check Penalty
+
Speed Reduction
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Money Carried
+
+
+
+
+
Credits
+
+
+
+
+
+
+
Artifacts
+
+
+ Artifact Combat Check
+
+
+
+
+
+
+
Artifact
+
Tech Level
+
Complex. Level
+
Class Bonus
+
Effect
+
+
+
+
+
+
+ Artifact Check
+
+
+
+
+
+
+
+
+
+
Inventory
+
+
+
+
+
Equipment
+
Treasure
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Character Name
+
+
+
+
+
Next of Kin
+
+
+
+
+
Radiation Resistance
+
+
+
+
+
+
Constitution
+
+
+
+
+
+
Dexterity
+
+
+
Initiative :
+
Total
+
+ Initiative
+
+
+
+
+
Strength
+
+
+
+
+
+
+
+
Leadership Potential
+
+
+
+
+
+
+
Mental Resistance
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
.
+
+
+
+
+
+
+
+
+
+
.
+
+
+
+
+
Max Damage
+
+
+
+
+
Armor Class
+
+
Hit Points
+
+
+
+
+
+
+
+
+
+
+
+
Starting Hit Points
+
+
+
+
Healing Hit Points
+
+
+
+
+
+
+
+
+
+
Combat Basics
+
+
+
Initiative :
+
Bonus
+
Total
+
+ Initiative
+
+
+ Initiative (2H)
+
+
+
+
+
+
+
Action Dice :
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Crit Range :
+
+
+
+
+
+
+
+
+
+
Crit Die :
+
+
+
+
+
+
+
+
+
+
Crit Table :
+
+
+
+
+
+
+
+
+
+
+
Fumble Die :
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Movement
+
+
+
+
+
+
+
Base Speed
+
+
+
+
+
+
Walk
+
Run
+
Fly
+
Climb
+
Swim
+
Burrow
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Other
+
+
+
+
+
+
+
Known Languages:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Melee Weapons
+
+
+
Weapon
+
Weapon Class
+
To Hit
+
Dmg Dice
+
Dmg Bonus
+
Special Dmg
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Ranged Weapons
+
+
Ammo
+
Weapon
+
Short
+
Med
+
Long
+
To Hit Bonus
+
Dmg Dice
+
Dmg Bonus
+
Range to Attack
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Armor Class
+
+
+
+
+
+
+
+
AC (worn armor)
+
+
+
+
Total Check Penalty
+
+
+
+
Total Speed Reduction
+
+
+
+
+
+
+
+
+
+
Worn?
+
Name
+
Base AC
+
Magic Bonus
+
Total AC
+
Fumble Die
+
Check Penalty
+
Speed Reduction
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Money Carried
+
+
+
+
+
Credits
+
+
+
+
+
+
+
Artifacts
+
+
+ Artifact Combat Check
+
+
+
+ AI Recognition
+
+
+
+
+
+
+
Artifact
+
Tech Level
+
Complexity Level
+
Bonus
+
Effect
+
+
+
+
+
+
+ Artifact Check
+
+
+
+
+
+
+
+
+
+
Inventory
+
+
+
+
+
Equipment
+
Treasure
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Character Information
+
+
+
Occupation
+
Archaic Alignment
+
Level
+
XP
+
+
+
+
+
+
+
+
+
+
+
+
+
+
.
+
+
+
+
+
+
+
+
+
+
.
+
+
+
+
+
Max HP
+
+
+
+
+
Armor Class
+
+
Hit Points
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Starting Hit Points
+
+
+
+
Healing Hit Points
+
+
+
+
Hit Point Die
+
+
+
+
+
+
+
+
+
+
+
Combat Basics
+
+
+
Initiative :
+
Bonus
+
Total
+
+ Initiative
+
+
+ Initiative (2H)
+
+
+
+
+
+
+
Action Dice :
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Crit Range :
+
+
+
+
+
+
+
+
+
+
Crit Die :
+
+
+
+
+
+
+
+
+
+
Crit Table :
+
+
+
+
+
+
+
+
+
+
+
Fumble Die :
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Core Stats
+
+
+
+
Current Score
+
Max Score
+
Mod
+
Trained (T)
+
Untrained (U)
+
+
+
+
Strength
+
+
+
+
+ T
+
+
+ U
+
+
+
+
+
+
Agility
+
+
+
+
+ T
+
+
+ U
+
+
+
+
+
Stamina
+
+
+
+
+ T
+
+
+ U
+
+
+
+
+
Personality
+
+
+
+
+ T
+
+
+ U
+
+
+
+
+
Intelligence
+
+
+
+
+ T
+
+
+ U
+
+
+
+
+
Luck
+
+
+
+
+ T
+
+
+ U
+
+
+
+
+
+
+
+
Personality Test
+
+
+
+
Luck Check
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Saving Throws
+
+
+
+
Base
+
Save Bonus
+
Birth Augur
+
Stat Mod
+
Total Bonus
+
+
+
+
+
Reflex
+
+
+
+
+
+
+ REF
+
+
+
+
+
Fortitude
+
+
+
+
+
+
+ FORT
+
+
+
+
+
Will
+
+
+
+
+
+
+ WILL
+
+
+
+
+
+
Movement
+
+
+
+
+
+
+
Base Speed
+
+
+
+
+
+
Walk
+
Run
+
Fly
+
Climb
+
Swim
+
Burrow
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Other
+
+
+
+
+
+
+
Known Languages:
+
+
+
+
+
+
+
Starting Luck
+
+
+
Lucky Roll Bonus
+
+
+
+
+
+
Birth Augur
+
+
+
+
+
+
+
Lucky Roll
+
+
+
+
+
+
Lucky Roll for Nuclear Winter (All attack rolls)?
+
+
+
Lucky Roll for The Hypospray (Healing rolls)?
+
+
+
Lucky Roll for The Roxen (Melee attack rolls)?
+
+
+
Lucky Roll for The Survivor (All saving throws)?
+
+
+
Lucky Roll for The Triffid (Missile fire attack rolls)?
+
+
+
Lucky Roll for The Scientist (Reflex saving throws)?
+
+
+
Lucky Roll for The Apocalypse (Damage rolls)?
+
+
+
Lucky Roll for The Glow (Fortitude saving throws)?
+
+
+
Lucky Roll for Ragnarok (Melee damage rolls)?
+
+
+
Lucky Roll for The Espers (Will saving throws)?
+
+
+
Lucky Roll for Revelations (Missile fire damage rolls)?
+
+
+
Lucky Roll for The Bunker (Armor Class)?
+
+
+
Lucky Roll for The Gatherer (Stealth/Hiding Checks)?
+
+
+
Lucky Roll for The CPU (Initiative)?
+
+
+
Lucky Roll for The Outsider (Find/Disable Traps)?
+
+
+
Lucky Roll for The Ecobot (Hit points)?
+
+
+
Lucky Roll for The Sensor (Find secret doors)?
+
+
+
Lucky Roll for The War-Bot (Critical hit tables)?
+
+
+
Lucky Roll for The Genomorph (Mutation Checks)?
+
+
+
Lucky Roll for The Unchanging (Defect Rolls)?
+
+
+
Lucky Roll for The Alpha Striker (Mutation damage rolls)?
+
+
+
Lucky Roll for The Backup Disk (Fumbles)?
+
+
+
+
Lucky Roll for The Programmer (AI recognition rolls)?
+
+
+
Lucky Roll for The Accelerant (Speed)?
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Melee Weapons
+
+
Starting Weapon Lucky Roll
+
Weapon
+
Wielded
+
Attack Die
+
Magic Bonus
+
To Hit
+
Dmg Dice
+
Dmg Bonus
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Ranged Weapons
+
+
Starting Weapon Lucky Roll
+
Ammo
+
Weapon
+
Short
+
Med
+
Long
+
Attack Die
+
Magic Bonus
+
To Hit Bonus
+
Dmg Dice
+
Dmg Bonus
+
Range to Attack
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Armor Class
+
Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any artifact items or programs. Use the checkbox to indicate whether each row is is worn/equipped.
+
+
+
+
+
+
+
+
AC (worn armor)
+
+
+
+
Total Check Penalty
+
+
+
+
Total Speed Reduction
+
+
+
+
+
+
+
+
+
+
Worn?
+
Name
+
Base AC
+
Magic Bonus
+
Total AC
+
Fumble Die
+
Check Penalty
+
Speed Reduction
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Money Carried
+
+
+
+
+
Credits
+
+
+
+
+
+
+
Artifacts
+
+
+ Artifact Combat Check
+
+
+
+ AI Recognition
+
+
+
+
+
+
+
Artifact
+
Tech Level
+
Complexity Level
+
Bonus
+
Effect
+
+
+
+
+
+
+ Artifact Check
+
+
+
+
+
+
+
+
+
+
Inventory
+
+
+
+
+
Equipment
+
Treasure
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Monster/NPC Sheet (GM ONLY)
+
+
This character sheet is for NPCs and Monsters. It is for the GMs to use.
+
+
+
+
+
+
\ No newline at end of file
diff --git a/MetamorphosisAlpha_1e/MetamorphosisAlpha_1e.png b/MetamorphosisAlpha_1e/MetamorphosisAlpha_1e.png
new file mode 100644
index 0000000000..f609d4d226
Binary files /dev/null and b/MetamorphosisAlpha_1e/MetamorphosisAlpha_1e.png differ
diff --git a/MetamorphosisAlpha_1e/ReadMe.mdown b/MetamorphosisAlpha_1e/ReadMe.mdown
new file mode 100644
index 0000000000..62c53a695e
--- /dev/null
+++ b/MetamorphosisAlpha_1e/ReadMe.mdown
@@ -0,0 +1,14 @@
+# Metamorphosis Alpha 1e Character Sheet
+
+This is a character sheet for the 1st Edition of Metamorphosis Alpha. It features 3 separate tabs for Humans, Mutants, and Monsters.
+
+## Current Version
+1.0
+
+### Changelog
+
+#### 1.0
+* Sheet creation per Character Sheet Request Thread
+
+### Credit Where Credit is Due
+The CSS of this sheet is an amalgamation of the work done by myself and ([@Actoba](https://app.roll20.net/users/427494/actoba) on roll20) on the 5e D&D sheet.
\ No newline at end of file
diff --git a/MetamorphosisAlpha_1e/sheet.json b/MetamorphosisAlpha_1e/sheet.json
new file mode 100644
index 0000000000..0d6aab5495
--- /dev/null
+++ b/MetamorphosisAlpha_1e/sheet.json
@@ -0,0 +1,8 @@
+{
+ "html": "MetamorphosisAlpha_1e.html",
+ "css": "MetamorphosisAlpha_1e.css",
+ "authors": "Amanda the Amazon",
+ "roll20userid": "565956",
+ "preview": "MetamorphosisAlpha_1e.png",
+ "instructions": "# Metamorphosis Alpha 1e Character Sheet\r This sheet has both a Human and Mutant sheet and a Monster Sheet for the Judge that is switchable via a tab at the top left of the sheet.\r\r## Player Sheets\r\r* All of the roll buttons (shown as a d20 dice) have roll templates.\r* Attack rolls show the AC hit\r\r## Monster Sheet\r\r* All of the roll buttons have roll templates and many of them go to the GM\r* In sheet ability to create non-player creature mutations\r\r\r## Current Version: 1.0"
+}
\ No newline at end of file
diff --git a/Mindjammer/Mindjammer.css b/Mindjammer/Mindjammer.css
index bfef85d278..6e82156bcd 100644
--- a/Mindjammer/Mindjammer.css
+++ b/Mindjammer/Mindjammer.css
@@ -111,11 +111,13 @@ button {
.sheet-skill-on {
border: 1px solid black;
+ width: 130px;
}
.sheet-skill-off {
background-color: #E3E3E3;
border: 1px solid gray;
+ width: 130px;
}
/* === ASPECT === */
@@ -155,4 +157,4 @@ button {
.sheet-section-consequences input {
margin-left: 2px;
width: calc(100% - 102px);
-}
\ No newline at end of file
+}
diff --git a/Mindjammer/Mindjammer.html b/Mindjammer/Mindjammer.html
index 151d9bfde2..0d144a0648 100644
--- a/Mindjammer/Mindjammer.html
+++ b/Mindjammer/Mindjammer.html
@@ -134,46 +134,696 @@
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+ Special: When you spend Luck the Keeper will bring your fate into play
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
+
Your Fate
+ How you found out you were the chosen one:
+
+
+
+
+
+
+
+
+
+
+ How your fate will unfold:
+ Heroic: (pick two)
+
Sacrifice
+ You are the Champion
+ Visions
+ Secret Training
+ True Love
+ Magical Powers
+ Mystical Inheritance
+ A Normal Life
+ The End of Monsters
+ Hidden Allies
+ Divine Help
+ You Can Save the World
+ Doom: (pick two)
+
Death
+ You Can't Save Everyone
+ Impossible Love
+ Failure
+ A Nemesis
+ No Normal Life
+ Doubt
+ Loss of Loved Ones
+ Treachery
+ Sympathy with the Enemy
+ Damnation
+ The End of Days
+ Hosts of Monsters
+ The Source of Evil
+
+
+
+ Moves
+ You get these 2:
+
+
Destiny's PlaythingAt the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hit about it. On a miss, something bad is going to happen to you
+
I'm Here for a Reason There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it come to pass. If you die in play you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, or you have become doomed, all bets are off
+
+
+ Then pick one of these:
+
The Big Entrance When you make a showy entrance into a dangerous situation.Roll +Cool. 10+, everyone stops to watch and listen to you until you finish your opening speech. On 7-9, yuo pick one creature to stop, watch and listen until you finish talking. On a miss, you are marked the biggest threat by all enemies present
+
Devastating When you inflict harm, you may inflict +1 harm
+
Dutiful When your fate rears its ugly head, and you act in accordance with any of your fate tags then mark experience. If it's a heroic tag then take +1 forward
+
Invincible You always count as having 2 armour, this doesn't stack with other protection
+
Resilience You heal faster than normal people. Any time your harm gets healed, heal and extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves
+
+
+
+
+ Other Moves
+
+
+
+
+ Gear
+ 🕷 Protective gear worth 1 amour
+ (optional)
+ 🕷 One Special Weapon:
+ Form (choose one)
+ Staff (1 harm, hand, close)
+ Haft (2 harm, hand, heavy)
+ Handle (1 harm, hand, balanced)
+ Chain (1 harm, hand, area)
+ Business End (choose 3)
+ Artifact (+magic)
+ Spikes (+1 harm, +messy)
+ Blade (+1 harm)
+ Heavy (+1 harm)
+ Long (+close)
+ Throwable (+close)
+ Chain (+area)
+ Material (choose one)
+
+
+
+ Other Gear
+
+
+
+
+
+
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Charm (max +3)
+ +1 Cool (max +3)
+ +1 Sharp (max +3)
+ +1 Tough (max +3)
+ +1 Weird (max +3)
+ Take another Chosen move
+ Take another Chosen move
+ Gain an ally
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ Delete a doom tag (optionally alse delete a heroic tag)
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+ Special: When you spend Luck someone from your past will re-appear in your life, soon
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
+
Background
+ Before you were a hunter what less-than-legal job did you do?
+
Hoodlum You can use Tough instead of Charm to manipulate someone with threats of violence
+
Burglar When you break into a secure location roll +Sharp. On a 10+ pick three, on a 7-9 pick two:
+ 🕷 You get in undetected
+ 🕷 You get out undetected
+ 🕷 You don't leave a mess
+ 🕷 You find what you were after
+
Grifter When you are about to manipulate someone, you can ask the Keeper "what will convince this person to do what I want?" The Keeper must answer honestly, but not necessarily completely
+
Fixer If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person that will be interested. On a 7-9, you know the only person that can do it, but there's a complication. Pick one:
+ 🕷 You owe them
+ 🕷 They screwed you over
+ 🕷 You screwed them over
+ On a miss, the only person who can help you is someone who absolutely hates you
+
Assassin When you take your first shot at an unsuspecting target, do +2 harm
+
Charlatan When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On 7-9, you tripped up a few times, someone will notice. You may also manipulate someone with fortune telling. When you do that, ask "What are they hoping for right now?" as a free question (even on a miss)
+
Pickpocket When you steal something small, roll +Charm. On a 10+ you get it and they didn't notice you taking it. On a 7-9 either you don't grab it, you grab the wrong thing, or they remember you later; your choice
+
+
+
+ Moves
+
+ Pick 2 of these:
+
Artifact You 'found' a magical artifact with handy powers and kept it. Pick 1: Protective amulet (1 amour, magic, recharge); lucky charm (may be used as a Luck point just once); grimoire (studying the book gives +1 to use magic; skeleton key (opens any magically sealed lock); imp stone (a weak demon is bound to serve the holder. The imp must be summoned with Use Magic)
+
+
Crew You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team
+
Deal with the Devil You sold your soul to the devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things)
+
+
Friends on the Force You know a few cops who can be persuaded to look the other way, or do you a favour, for certain considerations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now
+
Made You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on members to help you out but they'll want paid. Bosses will give you requests now and then but you'll get paid. Minor trouble will be overlooked, but you'd better not screw over any made members
+
+
Driver You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you'll need.) You also own 2 handy, widely-available vehicles
+
Home Ground Your crew made a point of keeping the locals happy- keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked
+
Notorious You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for someone to what you ask when you manipulate someone. Revealing your identity to someone can bring other problems later, of course
+ Underworld
+ Pick the circumstance that lead you to discovering the real underworld, then pick the creature involved:
+ The target of a job was a dangerous creature (Pick one: vampire, warewolf, troll, reptiloid)
+ You worked with someone who was more than they seemed (Pick one: sorceror, demon, faerie, psychic)
+ You were hired by something weird (Pick one: immortal, god, outsider, witch)
+ Things went south o a job- including, but not limited to running into; (Pick one a horde of goblins, a hunger of ghouls, a dream-eater, a salamander)
+
+
+
+ Heat
+ You didn't get here without making enemies
+ (pick at least 2 of these and name the people involved)
+ A police detective has made it a personal goal to put you away
+ You have a rival from your background
+ You pissed off a well connected criminal, and they'll do whatever they can to destroy you
+ You took advantage of someone who has special powers (a person or monster)
+ You betrayed an old partner in the middle of a job
+
+
+
+
+
+
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Sharp (max +3)
+ +1 Tough (max +2)
+ +1 Cool (max +2)
+ +1 Charm (max +2)
+ Take another Crooked move
+ Take another Crooked move
+ Gain an ally; one of your old crew
+ Recover a stash of money from the old days, enough to live without care for a year or two
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ Erase one Luck point from your playbook
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
Your Mission
+ You have been put on the earth for a purpose:
+ You are here to fight the schemes of an adversary
+ The end of days approaches, you are here to guide the hunters and prevent it from coming to pass
+ The end of days approaches, you are here to guide the hunters and ensure it comes to passs
+ You have been exiled. You must work for the cause of good without drawing the attention of your brothers and sisters; they are sure to execute you for your crimes
+ One of the hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost
+
+
+
+ Moves
+
+ Pick three of these:
+
Boss from Beyond At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them something from the investigate a mystery move right now. On a miss you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure
+
Angel Wings You can instantly go anywhere you have been before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don't quite manage it; either you all appear in the wrong place, or you are separated
+
What I Need, When I Need It You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand
+
Smite Your body, and divine weapons, always count as a weakness against monsters you fight. Your unarmed attacks are 2 harm, intimate, messy
+
Soothe When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard
+
Lay On Hands Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they are stabilised. On a 7-9, you can heal the harm or illness but you take it into yourself. On a miss, your aura causes them extra harm
+
Cast Out Evil You may banish an unnatural creature from your presence. Roll +Tough, on 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect- the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg The Monsterous). On a miss, something is keeping it here. That's bad
+
+
+
+
+ Other Moves
+
+
+
+
+ Gear
+ 🕷 Divine Armour with a look suited to your origin (1 armour, holy)
+ 🕷 One Divine Weapon:
+ Flaming sword (3 harm, hand, fire, holy)
+ Thunder hammer (3 harm, hand, stun, holy)
+ Razor whip (3 harm, hand, area, messy, holy)
+ Five demon bag (3 harm, close, magic, holy)
+ Silver trident (3 harm, hand, silver, holy)
+
+
+ Other Gear
+
+
+
+
+
+
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Charm (max +2)
+ +1 Cool (max +2)
+ +1 Sharp (max +2)
+ +1 Tough (max +3)
+ +1 Weird (max +2)
+ Take another Divine move
+ Take another Divine move
+ Gain a lesser divine being as an ally, sent from above to help you with your mission
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ Erase one used Luck from your playbook
+ Change your mission. Select a different mission from the options, or (with the Keeper's agreement) create a new mission
+
I've Read About This Sort of Thing Roll +Sharp instead of +Cool when you act under pressure
+
Often Right When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice they get +1 ongoing while following it, and you mark experience
+
Preparedness When you need something unusual or rare, roll +Sharp. On a 10+, you have it right here and now. On a 7-9, you have it, but not here: it will take some time to get. On a miss you know where it is, but it's somewhere really bad
+
It Wasn't as Bad as it Looked Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilise your wounds. On a 7-9 you may either stabilise or heal 1 harm. On a miss, it was worse than in looked: The Keeper may inflict a harm move on you, or make your wounds unstable
+
Precise Strike When you inflict harm on a monster you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss you leave yourself open to the monster
+
The Woman (or Man) With the PlanAt the beginning of each mystery, roll +Sharp. on a 10+ hold 2, on 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 and they can spend it to put you in the worst place, unprepared and unready
+
Dark Past If you trawl though your memeories for something relevent to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9, ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with
+ 🕷 When I dealt with this creature (or one of its kind), what did I learn?
+ 🕷 What black magic do I know that could help here?
+ 🕷 Do I know anyone that might be behind this?
+ 🕷 Who do I know that can help us right now?
+
+
+
+
+ Other Moves
+
+
+
+
Your Haven
+ You have a haven, a safe place to work (pick three)
+ Lore Library When you hit the books, take +1 forward to investigate a mystery so long as historical or reference works are appropriate
+ Mystical Library If you use your library's tomes and grimoires, preparing yourself using them, take +1 forward for use magic
+ Protection Spells Your haven is safe from monsters, they cannot enter. Monsters might be able to do something special to evade the wards, but not easily
+ Armoury You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon roll +Weird. On a 10+ you have it (and plenty of it, if that matters). On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing
+ Infirmary You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery will take, and if you need any extra supplies or help
+ Workshop You have a space for repairing guns, cars, and other gadgets. Work out with the Keeper how long any repairs or construction will take, and if you will need any extra tools or help
+ Oubliette This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do magic, and can't get out
+ Panic Room This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything
+ Magical Laboratory You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves)
+
+
+
+
+
+
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Charm (max +2)
+ +1 Cool (max +2)
+ +1 Sharp (max +3)
+ +1 Weird (max +2)
+ Take another Expert move
+ Take another Expert move
+ Add a haven option
+ Add a haven option
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
+ Other Moves
+
+
+
+
+
+ Moves
+
+ Pick three of these:
+
Connect the Dots At the beginning of each mystery if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, 7-9 hold 1. Spend your hold during the mystery to ask the Keeper one of the following questions
+ 🕷 Is this person connected to current events more than they are saying?
+ 🕷 When and where will the next critical event occur?
+ 🕷 What does the monster want from this person?
+ 🕷 Is this connected to previous mysteries we have investigated?
+ 🕷 How does this mystery connect to the bigger picture?
+
Crazy Eyes You get +1 Weird (max +3)
+
See, It All Fits Together You can roll +Sharp instead of +Charm when you manipulate someone
+
Suspicious Mind If someone lies to you, you know it
+
Often Overlooked When you act all crazy to avoid something, roll +Weird. On a 10+ you're regarded as unthreatening and unimportant. On a 7-9 you are either regarded as unthreatening, or unimportant. On a miss you draw lots (but not all) of the attention
+
Contrary When you seek out and recieve someone's honest advice on the best course of action for you, and then do something else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make persuing that course
+
Net Friends You know a lot of people on the internet. When you contact a net friend to help you roll +Charm. On a 10+ they're available and helpful; they can fix something, break a code, hack a computer, or get you some special information. On a 7-9, they're prepared to help but it's either going to take some time, or you'll have to do part of it yourself. On a miss you burn some bridges
+
Sneaky When you attack from ambush or from behind, inflict +2 harm
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Charm (max +2)
+ +1 Cool (max +3)
+ +1 Sharp (max +3)
+ +1 Weird (max +2)
+ Take another Flake move
+ Take another Flake move
+ Gain a haven like the Expert with two options
+ Add a haven option
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+
When you are in good standing with your sect, at the beginning of each mystery, roll +Charm. On a 10+ they provide some useful information, or help out on the field. On a 7-9, you get a mission associated with the mystery, and if you do it you'll get some info or help too. On a miss they ask you to do something bad. If you fail a mission, or refuse an order, you'll be in trouble with the sect until you atone
+
+
+ Then pick three of these:
+
Ancient Fighting Arts When using an old fashioned hand weapon you inflict +1 harm and get +1 when you roll to protect someone
+
Mystic Every time you successfuly use magic, take +1 forward
+
Fortunes The sect has ancient prophecies, or divination techniques to predict the future. Once per mystery you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss you get bad information and the Keeper decides how it affects you. Spend you hold to:
+ 🕷 Have a useful object ready
+ 🕷 Be somewhere you are needed, just in time
+ 🕷 Take +1 forward, or give +1 forward to another hunter
+ 🕷 Retroactively warn someone about an attack, so that it doesn't happen
+
Sacred Oath You may bind yourself to a single goal, forsaking something during your quest (speech, all sustenance except bread and water, alcohol, lying, sex, etc.) Get the Keeper's agreement on this, it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned
+
Mentor You have a mentor in the sect, name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose; they're either busy and can't help, or they answer the question but you owe a favour. On a miss, your question causes trouble
+
+
+
Apprentice You have an apprentice: name them. Your job is to teach them the sect's ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter)
+
Helping Hand When you successfuly help out another hunter, they get +2 instead of the usual +1
+
That Old Black Magic When you use magic, you can ask a question from the investigate a mystery move as your effect
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Weird (max +3)
+ +1 Cool (max +2)
+ +1 Sharp (max +2)
+ +1 Tough (max +2)
+ Take another Initiate move
+ Take another Initiate move
+ Get command of your chapter of the Sect
+ Get a Sect team under your command
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ Become the leader, or effective leader, of the whole Sect
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
Monster Breed
+ You are half human, half monster; were you always this way? Were you always fighting for good or were you once evil and then switched sides?
+
+
+
+ Curses: (pick one)
+ Feed You must subsist on living humans. It could be from blood, brains or spiritual essence but it must be from people. You need to act under pressure to avoid feeding whenever the perfect opportuinty presents itself
+ Vulnerability Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers
+ Pure Drive One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust or cruelty. Whenever you have a chance to indulge that emotion you must do so immediately, or act under pressure to resist
+ Dark Master You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal or failure
+
+
+
+ Moves
+
+ Pick two of these:
+
Immortal You do not age or sicken, and whenever you suffer harm you suffer 1 harm less
+
Unnatural Appeal Roll +Weird instead of +Charm when you manipulate someone
+
Unholy Strength Roll +Weird instead of +Tough when you kick some ass
+
Incorporeal You may move freely though solid objects (but not people)
+
Preternatural Speed You go much faster than normal people. When you chase, flee or run take +1 ongoing
+
Claws of the Beast Your natural attacks deal +1 harm
+
Mental Dominion When you gaze into a normal human's eyes and exert your will over them Roll +Charm. On a 10+ hold 3, on 7-9 hold 1. You may spend your hold to give them an order. Regular people will follow the order, whatever it is. Hunters can choose to follow the order or not. If they do, they mark experience
+
Unquenchable Vitality When you have taken harm you can heal yourself. Roll +Cool. On a 10+, heal 2 harm and stabilise your injuries. On a 7-9, heal 1 harm and stabilise your injuries. On a miss your injuries worsen
+
Dark Negotiator You can use manipulate someone on monsters as well as people if they can reason and talk
+
Flight You can fly
+
Shapeshifter You may change your form (usually into an animal). Decide if you have just one alternate form or several and detail them. You gain +1 forward to investigate a mystery when using and alternate form's superior senses. (Eg, smell for a wolf, sight for an eagle)
+
Something Borrowed Take a move from a hunter playbook that is not currently in play
+
+
+ Other Moves
+
+
+
+
+
+
Natural Attacks
+ (pick one base and one extra, or pick two bases)
+ Base: teeth (3 harm, intimate)
+ Base: Claws (2 harm, hand)
+ Base: Magical force (1 harm, magical, close)
+ Base: Life-drain (1 harm, intimate, life-drain)
+ Extra: Add +1 harm to a base
+ Extra: Add +ignore armour to a base
+ Extra: Add an extra range to a base (+intimate, hand, or close)
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Charm (max +2)
+ +1 Cool (max +2)
+ +1 Sharp (max +2)
+ +1 Tough (max +2)
+ Take another Monsterous move
+ Take another Monsterous move
+ Gain a haven like the Expert with two options
+ Take a Natural Attacks pick
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ Free yourself from your type's curse. It no longer affects you but you lose 1 Weird
+ Become evil (again). Retire this character, they become one of the Keeper's threats
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
+ Other Moves
+
+
+
+
+
+ Moves
+
+ Pick three of these:
+
Always the Victim When another hunter uses protect someone to protect you, they mark experience. Whenever a monster captures you, you mark experience
+
Oops! If you want to stumble across something important tell the Keeper. You will find something important and useful, but not necessarily related to your immediate problems
+
Let's get out of here If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough
+
Panic Button When you need to escape, name the route you'll try and roll +Sharp. On a 10+ you're out of danger, no problem. On a 7-9 you can go or stay, but if you go it will cost you. (You leave something behind or take something with you.) On a miss, you are caught halfway out
+
The Power of Heart When fighting a monster, if you help someone don't roll +Cool. You automatically help as though you'd rolled a 10
+
Trust Me When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they'll do what you say, no questions asked. On a 7-9 they do it but the Keeper chooses 1:
+ 🕷 They ask you a hard question first
+ 🕷 They stall and dither a while
+ 🕷 They have a 'better' idea
+ On a Miss they think you are crazy, and maybe dangerous too
+
What Could Go Wrong? Whenever you charge into immediate danger without hedging your bets, hold 2. You may spend the hold to:
+ 🕷 Inflict 1 harm
+ 🕷 Reduce someone's harm suffered by 1
+ 🕷 Take +2 forward on an act under pressure roll
+
Don't Worry, I'll Check It Out Whenever you go off by yourself to check out somewhere (or something) scary, mark experience
+
+
+
+
+ Gear
+ 🕷 Mundane Weapon:
+ (choose two)
+ Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)
+ Pocket knife or multitool (1 harm, hand, useful, small)
+ Small handgun (2 harm, close, loud, reload)
+ Hunting rifle (3 harm, far, loud, reload)
+ Sledge-hammer or fire axe (3 harm, hand, messy)
+ Nunchuks (2 harm, hand, area)
+ 🕷 Means of Transport:
+ (choose one)
+ Skateboard
+ Bicycle
+ Fairly new car in decent condition
+ Classic car in terrible condition
+ Motorcycle
+ Van
+
+
+ Other Gear
+
+
+
+
+
+
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Charm (max +3)
+ +1 Cool (max +2)
+ +1 Sharp (max +2)
+ +1 Tough (max +2)
+ Take another Mundane move
+ Take another Mundane move
+ Regain a used Luck point
+ Regain a used Luck point
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ Regain a used Luck point
+ Regain a used Luck point
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
Agency
+ Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team or what?
+
+ Is the Agency's goal to destroy monsters, study the supernatural, protect people, gain power, or something else?
+
+
Resources:
+ (pick two)
+ Well Armed
+ Well Financed
+ Rigorous Training
+ Official Pull
+ Cover Identities
+ Good Intel
+ Offices all over the place
+ Support Teams
+ Weird Tech Gadgets
+ Recognised Authority
+ Red Tape:
+ (pick two)
+ Dubious Motives
+ Bureaucratic
+ Inter-departmental Rivalry
+ Secretive Hierarchy
+ Budget Cuts
+ Take No Prisoners
+ Hostile Superiors
+ Cryptic Missions
+ Live Capture Policy
+
+
+
+ Moves
+ You get this:
+
+
When you deal with the agency, requesting help or gear, or making excuses for failure roll +Sharp. On a 10+, you're good; your request for gear or personell is okayed, or you slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there will be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended, under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out
+
+
+ Then pick three of these:
+
Bottle it Up If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. This hold can be spent later, one-for-one, to give you -1 on any move except act under pressure
+
Unfazeable Take +1 Cool (max +3)
+
Battlefield Awareness You always know what's happening around you, and what to watch out for. Take +1 armour (max +2) on top of whatever you get from your gear
+
Leave No One Behind In combat when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you've attracted hostile attention
+
Tacticle Genius When you read a bad situation roll +Cool instead of +Sharp
+
Medic You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabilised and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilise the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid
+
Mobility You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing:
+ 🕷 Good things: Roomy, surveillance gear, fast, stealthy, intimidating, classic, medical kit, sleeping space, toolkit, concealed weapons, anonymous, armoured (+1 armour inside), tough, monster cage
+ 🕷 Bad things: Loud, obvious, tempermental, beaten-up, gas guzzler, uncomfortable, slow
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Charm (max +2)
+ +1 Cool (max +3)
+ +1 Sharp (max +2)
+ +1 Tough (max +2)
+ Take another Professional move
+ Take another Professional move
+ Add a resource tag or change a red tape tag for your Agency
+ Get command of an Agency team of monster hunters
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ Get some or all of the other player's hunters hired by your Agency. They get the deal with the agency move as well as salery and benefits
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
+ Other Moves
+
+
+
+
+ Gear
+ You don't need much except items to power your magic, still it's good to be prepared
+ 🕷 One Backup Weapon:
+ Old revolver (2 harm, close, reload, loud)
+ Ritual knife (1 harm, hand)
+ Heirloom sword (2 harm, hand, messy)
+
+
+ Other Gear
+
+
+
+
+ Moves
+
+ Pick three of these:
+
Advanced Arcane Training If you have two of your three Tools and Techniques at the ready then you may ignore the third
+
Arcane Reputation Pick three big organisations or groups in the supernatural community, which can include the more sociable types of monsters. They've heard of you and respect your power. Take +1 forward when you use manipulate someone on affected humans. You may also use manipulate someone on affected monsters, with no bonus
+
Could've Been Worse When you miss a use magic roll you can choose one of the following options instead of losing control of the magic:
+ 🕷 Fizzle: The preperations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled
+ 🕷 This is gonna suck: The effect happens, but you trigger all the glitches but one. You pick the one you avoid
+
Forensic Divination When you successfully investigate a mystery you may ask "what magic was done here?" as a free extra question
+
Go Big or Go Home When you must use magic as a requirement for big magic, take +1 forward to those use magic rolls
+
+
+
Enchanted Clothing Pick an article of every-day clothing; it's enchanted without any change in appearence. Take -1 harm from any source that tries to get at you through the garment
+
Not My Fault +1 to act under pressure when dealing with the consequences of your own spellcasting
+
Practitioner Choose two of the use magic effects. You get +1 to use magic when choosing one of those effects
+
Shield Spell When you protect someone, you gain +2 armour against any harm that is transferred to you. This doesn't stack with any other armour
+
Third Eye When you read a bad situation you can open your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you're exposed to a supernatural danger. Unfiltered hidden reality is tough on the mind!
+
+
+
+ And you get this:
+
+
Tools and Techniques To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest:
+ 🕷 Consumables: You'll need certain supplies- powders, oils, etc- on hand, some will be used up each cast. If you don't have them, take 1 harm, ignore-armour when you cast
+ 🕷 Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need then your combat magic does 1 harm less
+ 🕷 Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic
+ 🕷 Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts
+
+
Combat Magic
+ You have attack spells you can use as weapons. When you kick some ass with your spells roll +Weird instead of +Tough. Sometimes you may need to act under pressure to cast your spells without problems
+ (pick three, with at least one base)
+ Bases:
+ Blast (2 harm, magic, close, obvious, loud)
+ Ball (1 harm, magic, area, close, obvious, loud)
+ Missile (1 harm, magic, far, obvious, loud)
+ Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud)
+ Effects:
+ Fire (Add '+1 harm, fire' to a base) If you get a 10+ on a combat magic roll, the fire won't spread)
+ Force or Wind (Add '+1 harm, forceful' to a base or '+1 armour' to a wall)
+ Lightning or Entropy (Add '1 harm, messy' to a base)
+ Frost or Ice (Add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases)
+ Earth (Add 'forceful, restraining' to a base)
+ Necromantic (Add 'life-drain' to a base)
+
+
+
+
+
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Weird (max +3)
+ +1 Cool (max +2)
+ +1 Sharp (max +2)
+ +1 Tough (max +2)
+ Take another Spellslinger move
+ Take another Spellslinger move
+ Take another Combat Magic pick
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ Regain a used Luck point
+ Take another Combat Magic pick
+ Cross off another option from tools and techniques
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+ Special: As you spend Luck your Dark Side's needs will get nastier
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
The Dark Side
+ Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted you power, urges that bubble up inside you, or something else
+ Whatever it is, it is unsettling
+ (pick three for your dark side)
+
Violence
+ Depression
+ Secrets
+ Lust
+ Dark Bargain
+ Guilt
+ Soulless
+ Addiction
+ Mood Swings
+ Rage
+ Self-Destruction
+ Greed for Power
+ Pain
+ Poor Impulse Control
+ Hallucinations
+ Paranoia
+ The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do it, mark experience. If you don't then your powers are unavilable until the end of the mystery (or until you cave)
+
+
+
+ Moves
+
+ Pick three of these:
+
Telepathy You can read people's thoughts and put words in their mind. This can allow you to investigate a mystery and read a bad situation without actually needing to talk. You can also manipulate someone without speaking. You still roll the moves as normal, except people will not expect the weirdness of your mental communication
+
Hex When you cast a spell with use magic, as well as the normal effects, you may pick from the following:
+ 🕷 The target contracts a disease
+ 🕷 The target immediately suffers (2 harm, magic, ignore-armour)
+ 🕷 The target breaks something precious or important
+
The Sight You can see invisible things, especially spirits and magical influences. You may also communicate with (and maybe even make deals with) the spirits you see, they give you more opportunities to spot clues when you investigate a mystery
+
Premonitions At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9 you get clouded images of something bad that is yet to happen; mark experience if you stop it. On a miss, you get a vision of something bad to happen and the Keeper holds 3, to be spent 1-for-1 as penalties to rolls you make
+
Hunches When something bad is happening (or just about to happen) somewhere that you aren't, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there too late- in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself
+
The Big Whammy You can use your powers to kick some ass, (2 harm, close, obvious, ignore-armour) When you do, roll +Weird instead of +Tough. On a miss you'll get magical backlash
+
+
+
Tune In You can attune your mind to a monster or minion. Roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers:
+ 🕷 Where is the creature right now?
+ 🕷 What is it planning to do right now?
+ 🕷 Who is it going to attack next?
+ 🕷 Who does it regard as the biggest threat?
+ 🕷 How can I attract its attention?
+
Jinx You can encourage coincidences to occur the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2, 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to:
+ 🕷 Interfere with a hunter, giving them -1 forward
+ 🕷 Help a hunter, giving them +1 forward by interfering with their enemy
+ 🕷 Interfere with what a monster, minion, or bystander is trying to do
+ 🕷 Inflict 1 harm on the target due to an accident
+ 🕷 The target finds something you left for them
+ 🕷 The target loses something that you will soon find
+
+
+
+
+ Other Moves
+
+
+
+
+ Gear
+ 🕷 Any items or amulets that you use to invoke your powers
+ 🕷 Normal Weapons:
+ (choose two)
+ .38 revolver (2 harm, close, reload, loud)
+ 9mm (2 harm, close, loud)
+ Hunting rifle (2 harm, far, loud)
+ Shotgun (3 harm, close, messy)
+ Big knife (1 harm, hand)
+
+
+ Other Gear
+
+
+
+
+
+
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Charm (max +2)
+ +1 Cool (max +2)
+ +1 Sharp (max +2)
+ +1 Weird (max +3)
+ Take another Spooky move
+ Take another Spooky move
+ Change some or all of your Dark Side tags
+ Gain a mystical library, like the Expert's haven option
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ You discover how to use your powers at a lower cost. Delete one Dark Side tag
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+
Who You Lost
+ Who did you lose?
+ (pick one or more of: parent(s), sibling(s), spouse/partner, child(ren), best friend(s))
+
+ Why couldn't you save them? You were:
+ (pick one or more)
+ At fault
+ Selfish
+ Injured
+ Weak
+ Slow
+ Scared
+ In denial
+ Complicit
+
+
What Did It?
+ My Prey:
+ (with the Keeper's agreement, pick the monster breed)
+
+
+ Other Moves
+
+
+
+
+
+ Moves
+ You get this:
+
+
I Know My Prey You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss
+
+
+ Then pick two of these:
+
Berserk No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal
+
NEVER AGAIN In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to "suffer little harm"
+
What Does Not Kill Me If you have suffered harm in a fight, you gain +1 ongoing until the fight is over
+
Fervour When you manipulate someone roll +Tough instead of +Charm
+
Safety First You have jury-rigged extra protection into your gear, giving you +1 armour (max 2 armour)
+
Tools Matter With your signature weapon you get +1 to kick some ass
+
DIY Surgery When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it's all good, it counts as normal first aid, plus stabilise the injury and heal 1 harm. On a 7-9, it counts as normal first aid, plus one of these, your choice::
+ 🕷 Stabilise the injury but the patient take -1 forward
+ 🕷 Heal 1 harm and stabilise for now, but it will return as 2 harm and become unstable again later
+ 🕷 Heal 1 harm and stabilise but the patient takes -1 ongoing until it's fixed properly
+
+
+
+
+ Gear
+ 🕷 Protective wear suited to your look (1 armour)
+ 🕷 Signature Weapons:
+ (choose one)
+ Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)
+ Hand cannon (3 harm, close, loud)
+ Fighting knife (2 harm, hand, quiet)
+ Huge sword or huge axe (3 harm, hand, messy, heavy)
+ Enchanted dagger (2 harm, hand, magic)
+ Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)
+ Specialist weapons for destroying your foes (eg. wooden stakes for vampires, silver dagger for warewolves, etc) 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper
+ 🕷 Practical Weapons:
+ (choose two)
+ .38 revolver (2 harm, close, reload, loud)
+ 9mm (2 harm, close, loud)
+ Hunting rifle (2 harm, far, loud)
+ Shotgun (3 harm, close, messy)
+ Big knife (1 harm, hand)
+ Brass knuckles (1 harm, hand, stealthy)
+ Assault rifle (3 harm, close, area, loud, reload)
+ 🕷 Vehicles:
+ (choose one, if you want it)
+ Classic car
+ Classic motorcycle
+ Plain pickup
+ Plain van
+
+
+ Other Gear
+
+
+
+
+
+
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ +1 Weird (max +2)
+ +1 Cool (max +2)
+ +1 Sharp (max +2)
+ +1 Tough (max +3)
+ Take another Wronged move
+ Take another Wronged move
+ Gain a haven like the Expert with two options
+ Add one more option to your haven
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+ You track down the specific monster responsible fo your loss. The Keeper must make the next mystery about them
+ Change the target of your vengeful rage. Pick a new monster breed; I know my prey now applies to them instead
+
Luck
+ Mark Luck to change a roll to a 12 or to avoid all harm from an injury
+
Okay
+
+
+
+
+
+ Doomed
+ Special (if any):
+
+
Harm
+
Okay
+
+ 🕷
+
+
+
+ Dying
+ Unstable:
+
+
Experience
+ Mark Experience when a roll totals 6 or less; or when a move tells you to do so
+
+
+
+
+
+ Once you have filled all 5 boxes, uncheck them and choose an Improvement option
+
+ Playbook Special
+ (Like the Expert's haven or the Spellslinger's combat magic)
+
+
+ Name of special:
+ Description:
+
+
+
+
+ Playbook Moves
+
+
+ Name:
+ Description:
+
+
+
+
+ Other Moves
+
+
+
+
+ Playbook Gear
+
+
+
+ Other Gear
+
+
+
+
+
+
+
+ Improvements
+ Once you have 5 experience you may choose one of these: (Check off any you've already taken)
+ 4 stats available for improvement (mark one off at character creation without taking the bonus); top stat max +3, all others max +2
+ +1 Charm
+ +1 Cool
+ +1 Sharp
+ +1 Tough
+ +1 Weird
+ Take another Custom Playbook move
+ Take another Custom Playbook move
+ Take a move from another playbook
+ Take a move from another playbook
+
+
+
+
+ Once you have taken 5 improvements you may choose from these options as well as the list above when you improve:
+ +1 to any rating (max +3)
+ Change this hunter to a new type
+ Create a second hunter to play
+ Advance 2 basic moves
+ Advance 2 basic moves
+ Retire this hunter to safety
+
+
+
+
+ History and Notes
+
+
+
+
+
+
+sheet version 0.1.0
+
+
+
+
\ No newline at end of file
diff --git a/Monster of the Week/MotWPreview.jpg b/Monster of the Week/MotWPreview.jpg
new file mode 100644
index 0000000000..5f8f282ce6
Binary files /dev/null and b/Monster of the Week/MotWPreview.jpg differ
diff --git a/Monster of the Week/sheet.json b/Monster of the Week/sheet.json
new file mode 100644
index 0000000000..e9e897e71e
--- /dev/null
+++ b/Monster of the Week/sheet.json
@@ -0,0 +1,8 @@
+{
+ "html": "MotWHTML.html",
+ "css": "MotWCSS.css",
+ "authors": "Katie Bennie (LethalKitten)",
+ "roll20userid": "1609908",
+ "preview": "MotWPreview.jpg",
+ "instructions": "Choose a Skin from the dropdown menu to get started. If you run into any issues, have suggestions, or anything else PM me on roll20; https://app.roll20.net/users/1609908/katie or report it at http://github.com/LethalKitten/roll20-character-sheets/issues."
+}
\ No newline at end of file
diff --git a/MouseGuard/img/actionTable.png b/MouseGuard/img/actionTable.png
new file mode 100644
index 0000000000..c91f3ad83b
Binary files /dev/null and b/MouseGuard/img/actionTable.png differ
diff --git a/MouseGuard/mouseguard.html b/MouseGuard/mouseguard.html
index 1a8947b528..a9ccc730a3 100644
--- a/MouseGuard/mouseguard.html
+++ b/MouseGuard/mouseguard.html
@@ -33,6 +33,10 @@
\ No newline at end of file
diff --git a/NWOD-Mage2e/mage2e.jpg b/NWOD-Mage2e/mage2e.jpg
new file mode 100644
index 0000000000..72b04197fc
Binary files /dev/null and b/NWOD-Mage2e/mage2e.jpg differ
diff --git a/NWOD-Mage2e/sheet.json b/NWOD-Mage2e/sheet.json
new file mode 100644
index 0000000000..07f13cf646
--- /dev/null
+++ b/NWOD-Mage2e/sheet.json
@@ -0,0 +1,8 @@
+{
+ "html": "mage2e.html",
+ "css": "mage2e.css",
+ "authors": "Thorin Tabor",
+ "roll20userid": "20810",
+ "preview": "mage2e.jpg",
+ "instructions": "**Mage the Awakening: Second Edition**\n\n A character sheet for those playing the second edition of Mage the Awakening using the new 2e Chronicles of Darkness (new World of Darkness) rules."
+}
diff --git a/Naruto d20 Modern/Naruto d20 Modern.html b/Naruto d20 Modern/Naruto d20 Modern.html
index a329969e42..d8b6616d5f 100644
--- a/Naruto d20 Modern/Naruto d20 Modern.html
+++ b/Naruto d20 Modern/Naruto d20 Modern.html
@@ -1869,8 +1869,8 @@
Other
-
-
+
+
@@ -2272,7 +2272,7 @@
-
TX
+
Perform
Name
@@ -2420,7 +2420,7 @@
-
TX
+
Perform
Name
@@ -2657,7 +2657,7 @@
-
TX
+
Perform
Name
@@ -2805,7 +2805,7 @@
-
TX
+
Perform
Name
@@ -3042,7 +3042,7 @@
-
TX
+
Perform
Name
@@ -3190,7 +3190,7 @@
-
TX
+
Perform
Name
@@ -3427,7 +3427,7 @@
-
TX
+
Perform
Name
@@ -3575,7 +3575,7 @@
-
TX
+
Perform
Name
@@ -3813,7 +3813,7 @@
-
TX
+
Perform
Name
@@ -3961,7 +3961,7 @@
-
TX
+
Perform
Name
@@ -4106,6 +4106,117 @@
+
+
+
Training
+
+
+
Techniques Known
+
+
+
+
+
+
+
+
+
+
+
+
Perform
+
Name
+
+
+
+
+
+
+
+
+
+
Include?
+
+
+
+
+
+
N
+
Y
+
+
+
+
+
+
+
Decriptors
+
+
+
+
+
+
Rank
+
+
+
+
+
+
Descriptive
+
+
+
+
+
+
+
+
+
+
+
Perform
+
Name
+
+
+
+
+
+
+
+
+
+
Include?
+
+
+
+
+
+
N
+
Y
+
+
+
+
+
+
+
Decriptors
+
+
+
+
+
+
Rank
+
+
+
+
+
+
Descriptive
+
+
+
+
+
+
+
+
diff --git a/Open Legend Basic by Great Moustache/Open Legend.css b/Open Legend Basic by Great Moustache/Open Legend.css
index 3300d5a447..50fededd1e 100644
--- a/Open Legend Basic by Great Moustache/Open Legend.css
+++ b/Open Legend Basic by Great Moustache/Open Legend.css
@@ -340,16 +340,16 @@ input[type=number]::-webkit-outer-spin-button {
margin: 0;
}
input[type=number] {
- -moz-appearance: textfield;
+ -moz-appearance: textfield;
}
- /*** Select fields (options) without border or down arrow ***/
+ /*** Select fields (options) without border or down arrow ***/
.sheet-inputSelect select {
border: 0px;
background: #AAAAAA;
box-shadow: none;
-webkit-appearance: none;
-moz-appearance: none;
- appearance: none;
+ appearance: none;
-webkit-border-radius: 2px;
border-radius: 2px;
color: white;
@@ -370,7 +370,7 @@ input[type=number] {
background: none;
box-shadow: none;
-webkit-appearance: none;
- -moz-appearance: textfield;
+ -moz-appearance: textfield;
-webkit-border-radius: 0px;
border-radius: 10px;
color: black;
@@ -395,14 +395,14 @@ input[type=number] {
background: #cccccc;
box-shadow: none;
-webkit-appearance: none;
- -moz-appearance: textfield;
+ -moz-appearance: textfield;
height: 70px;
width: 80px;
text-align: center;
color: black;
font-size: 40px;
}
- /*** Input as text for skill name (or just a blank line) ***/
+ /*** Input as text for skill name (or just a blank line) ***/
.sheet-inputName input[type=text] {
border-bottom: 1px solid #AAAAAA;
border-top: 0px;
@@ -431,7 +431,7 @@ input[type=number] {
height: 18px;
line-height: 18px;
}
- /*** Input as text for dice size (usually d4/d6/d8/d10 etc) ***/
+ /*** Input as text for dice size (usually d4/d6/d8/d10 etc) ***/
.sheet-inputDice input[type=text] {
background: none;
border: dashed 1px #111111;
@@ -439,7 +439,7 @@ input[type=number] {
border-radius: 4px;
text-align: center;
}
- /*** Input as number for level of skill (typically 1 digit) ***/
+ /*** Input as number for level of skill (typically 1 digit) ***/
.sheet-inputLevel input[type=number] {
border-bottom: 0px;
border-top: 0px;
@@ -448,7 +448,7 @@ input[type=number] {
background: #AAAAAA;
box-shadow: none;
-webkit-appearance: none;
- -moz-appearance: textfield;
+ -moz-appearance: textfield;
-webkit-border-radius: 20px;
border-radius: 20px;
text-align: center;
@@ -459,8 +459,8 @@ input[type=number] {
.sheet-attributeButton button[type=roll] {
background-color: transparent;
color: black;
- font-style: italic;
- text-align: left;
+ font-style: italic;
+ text-align: left;
border: none;
line-height: 18px;
background-image: none;
@@ -509,7 +509,7 @@ button[type=roll] * {
}
/* Checkbox & Radio formatting */
- /*** make regular checkboxes closer to surrounding items ***/
+ /*** make regular checkboxes closer to surrounding items ***/
input.sheet-checks {
width: 12px;
height: 12px;
@@ -517,7 +517,7 @@ input.sheet-checks {
margin-left: -2px;
margin-right: -2px;
}
- /*** same as above but 2x the size ***/
+ /*** same as above but 2x the size ***/
input.sheet-checks25 {
width: 25px;
height: 25px;
@@ -659,6 +659,7 @@ input.sheet-checkboxSliderInvis {
.sheet-displayHealthSpeed,
.sheet-displayFavoredActions,
.sheet-displayOtherActions,
+.sheet-displayLegendaryItems,
.sheet-displayFeats,
.sheet-displayPerksFlaws,
.sheet-displayInventory,
@@ -674,6 +675,7 @@ input.sheet-checkboxSliderInvis {
.sheet-display_healthspeed_flag[value="hide"] ~ .sheet-displayHealthSpeed,
.sheet-display_favoredactions_flag[value="hide"] ~ .sheet-displayFavoredActions,
.sheet-display_otheractions_flag[value="hide"] ~ .sheet-displayOtherActions,
+.sheet-display_legendaryitems_flag[value="hide"] ~ .sheet-displayLegendaryItems,
.sheet-display_feats_flag[value="hide"] ~ .sheet-displayFeats,
.sheet-display_perksflaws_flag[value="hide"] ~ .sheet-displayPerksFlaws,
.sheet-display_inventory_flag[value="hide"] ~ .sheet-displayInventory,
@@ -748,7 +750,7 @@ input.sheet-checkboxSliderInvis {
/* All the color options for background & text
* Colors: black, silver, gray/grey, white, red, navy, aqua,
-* purple, blue, teal, olive, green, lime, yellow, orange, maroon, fuchsia
+* purple, blue, teal, olive, green, lime, yellow, orange, maroon, fuchsia
* text[Colorname] for text version
*/
.sheet-black, .sheet-rolltemplate-openLegend .sheet-black {
diff --git a/Open Legend Basic by Great Moustache/Open Legend.html b/Open Legend Basic by Great Moustache/Open Legend.html
index 6d47f5fb2f..360cd8298b 100644
--- a/Open Legend Basic by Great Moustache/Open Legend.html
+++ b/Open Legend Basic by Great Moustache/Open Legend.html
@@ -781,8 +781,8 @@
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
rollInitiative = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}&{tracker}]]";
} else {
- roll = "[[" + values.agility_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
- rollInitiative = "[[" + values.agility_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "&{tracker}]]";
+ roll = "[[" + values.agility_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
+ rollInitiative = "[[" + values.agility_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "&{tracker}]]";
}
setAttrs({
"agility_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -818,7 +818,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.fortitude_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.fortitude_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"fortitude_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -853,7 +853,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.might_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.might_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"might_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -882,7 +882,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.deception_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.deception_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"deception_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -916,7 +916,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.presence_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.presence_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"presence_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -945,7 +945,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.persuasion_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.persuasion_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"persuasion_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -973,7 +973,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.learning_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.learning_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"learning_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1001,7 +1001,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.logic_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.logic_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"logic_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1029,7 +1029,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.perception_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.perception_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"perception_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1063,7 +1063,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.will_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.will_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"will_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1092,7 +1092,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.alteration_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.alteration_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"alteration_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1120,7 +1120,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.creation_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.creation_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"creation_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1148,7 +1148,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.energy_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.energy_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"energy_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1176,7 +1176,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.entropy_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.entropy_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"entropy_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1204,7 +1204,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.influence_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.influence_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"influence_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1232,7 +1232,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.movement_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.movement_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"movement_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1260,7 +1260,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.prescience_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.prescience_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"prescience_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1288,7 +1288,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- roll = "[[" + values.protection_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
+ roll = "[[" + values.protection_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"protection_cost": (scoreCost*1 * (scoreCost*1 + 1))/2,
@@ -1362,6 +1362,13 @@
});
});
});
+ on("change:output_legendaryitems", function() {
+ getAttrs(["output_legendaryitems"], function(values) {
+ setAttrs({
+ "display_legendaryitems_flag": showHide(values.output_legendaryitems)
+ });
+ });
+ });
on("change:output_feats", function() {
getAttrs(["output_feats"], function(values) {
setAttrs({
@@ -1644,11 +1651,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- if(isNaN(v["repeating_actions_" + currentID + "_dice_d20"])) {
- roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
- } else {
- roll = "[[" + v["repeating_actions_" + currentID + "_dice_d20"] + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
- }
+ roll = "[[" + v["repeating_actions_" + currentID + "_dice_d20"] + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
if(v["repeating_actions_" + currentID + "_use_power_level"] === "Yes") {
update["repeating_actions_" + currentID + "_power_target"] = "[[10 + " + v["repeating_actions_" + currentID + "_power_level"]*2 + "]]";
@@ -1719,11 +1722,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- if(isNaN(v["repeating_otheractions_" + currentID + "_dice_d20"])) {
- roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
- } else {
- roll = "[[" + v["repeating_otheractions_" + currentID + "_dice_d20"] + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
- }
+ roll = "[[" + v["repeating_otheractions_" + currentID + "_dice_d20"] + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
if(v["repeating_otheractions_" + currentID + "_use_power_level"] === "Yes") {
updateother["repeating_otheractions_" + currentID + "_power_target"] = "[[10 + " + v["repeating_otheractions_" + currentID + "_power_level"]*2 + "]]";
@@ -1738,7 +1737,85 @@
}
});
};
-
+
+ // Function for calculating rolls for Legendary Items
+ on("change:repeating_legendary:dice_d20 change:repeating_legendary:dice_modifier", function() {
+ getAttrs(["repeating_legendary_dice_d20", "repeating_legendary_dice_modifier"], function(values) {
+ var score = values.repeating_legendary_dice_modifier*1;
+ var number = 0;
+ var type = "";
+ if(isNaN(values.repeating_legendary_dice_modifier)) {
+ setAttrs({ "repeating_legendary_dice_modifier": 0 });
+ } else {
+ switch(score) {
+ case 1:
+ number = 1;
+ type = "d4!!";
+ break;
+ case 2:
+ number = 1;
+ type = "d6!!";
+ break;
+ case 3:
+ number = 1;
+ type = "d8!!";
+ break;
+ case 4:
+ number = 1;
+ type = "d10!!";
+ break;
+ case 5:
+ number = 2;
+ type = "d6!!";
+ break;
+ case 6:
+ number = 2;
+ type = "d8!!";
+ break;
+ case 7:
+ number = 2;
+ type = "d10!!";
+ break;
+ case 8:
+ number = 3;
+ type = "d8!!";
+ break;
+ case 9:
+ number = 3;
+ type = "d10!!";
+ break;
+ case 10:
+ number = 4;
+ type = "d8!!";
+ break;
+ default:
+ number = 0;
+ type = "";
+ }
+ }
+ var roll = "";
+ roll = "[[" + values.repeating_legendary_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
+ setAttrs({
+ "repeating_legendary_dice_roll": roll
+ });
+ });
+ });
+
+ // On Change for Use Power Level in Legendary Items
+ on("change:repeating_legendary:use_power_level change:repeating_legendary:power_level change:repeating_legendary:power_level_max", function() {
+ getAttrs(["repeating_legendary_use_power_level", "repeating_legendary_power_level", "repeating_legendary_power_level_max"], function(values) {
+ if(values.repeating_legendary_use_power_level === "Yes") {
+ setAttrs({
+ "repeating_legendary_power_target": "[[10 + " + values.repeating_legendary_power_level*2 + "]]",
+ "repeating_legendary_power_target_max": "[[10 + " + values.repeating_legendary_power_level_max*2 + "]]"
+ });
+ } else {
+ setAttrs({
+ "repeating_legendary_power_target": ""
+ });
+ }
+ });
+ });
// On Change for Use Power Level in actions
on("change:repeating_otheractions:use_power_level change:repeating_otheractions:power_level change:repeating_otheractions:power_level_max", function() {
getAttrs(["repeating_otheractions_use_power_level", "repeating_otheractions_power_level", "repeating_otheractions_power_level_max"], function(values) {
@@ -1821,11 +1898,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- if(isNaN(values.repeating_actions_dice_d20)) {
- roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
- } else {
- roll = "[[" + values.repeating_actions_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
- }
+ roll = "[[" + values.repeating_actions_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"repeating_actions_dice_roll": roll
@@ -1884,11 +1957,7 @@
if(score === 0) {
roll = "[[?{Do you have Advantage or Disadvantage?|Neither,1d20!!|Advantage,2d20!!kh1|Disadvantage,2d20!!kl1}]]";
} else {
- if(isNaN(values.repeating_otheractions_dice_d20)) {
- roll = "[[1d20!! + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
- } else {
- roll = "[[" + values.repeating_otheractions_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither,h|Advantage,h|Disadvantage,l}" + number + "]]";
- }
+ roll = "[[" + values.repeating_otheractions_dice_d20 + " + [[" + number + "+?{# of Advantage/Disadvantage Dice|0}]]" + type + "k?{Do you have Advantage or Disadvantage?|Neither/Advantage,h|Disadvantage,l}" + number + "]]";
}
setAttrs({
"repeating_otheractions_dice_roll": roll
@@ -2555,7 +2624,7 @@ var TAS = TAS || (function(){
-
Re-Arranged Attributes to Match Website :: 2017.03.25 Version 1.7.91 y
+
Added Extraordinary/Legendary Items :: 2017.04.24 Version 1.8.0 y
Character Info
@@ -2568,8 +2637,8 @@ var TAS = TAS || (function(){
remove this line to add Sanity back in (and corresponding 2 other areas) -->
Favored Actions
Other Actions
-
Feats
-
Perks & Flaws
+
Legendary Items
+
Feats, Perks & Flaws
Inventory
Other Inv/Notes
@@ -2601,10 +2670,10 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
-
+
-
+
@@ -2650,7 +2719,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
-
+
Character's Goals, Beliefs, and Instincts
Use this section to give you ideas to help drive your character's actions.
@@ -2959,7 +3028,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Learning.
@@ -3015,7 +3084,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Logic.
@@ -3071,7 +3140,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Perception.
@@ -3127,7 +3196,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Will.
@@ -3195,7 +3264,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Deception.
@@ -3251,7 +3320,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Persuasion.
@@ -3307,7 +3376,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Presence.
@@ -3375,7 +3444,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Alteration.
@@ -3431,7 +3500,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Creation.
@@ -3487,7 +3556,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Energy.
@@ -3543,7 +3612,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Entropy.
@@ -3599,7 +3668,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Influence.
@@ -3655,7 +3724,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Movement.
@@ -3711,7 +3780,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Prescience.
@@ -3767,7 +3836,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
For Tier II of Attribute Substituation
-
In the ACTIONS SECTION(s), select the substituted attribute instead of Fortitude.
+
In the ACTIONS SECTION(s), select the substituted attribute instead of Protection.
@@ -3797,9 +3866,6 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
Might
Armor
-
Other
@@ -3952,6 +4018,8 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
Name:
+
+
Attribute
vs
Target
@@ -4001,7 +4069,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
-
+
For a Boon
Minimum
Maximum
Use Power level
@@ -4033,7 +4101,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
y
-
+
Name:
@@ -4087,7 +4155,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
-
+
For a Boon
Minimum
Maximum
Use Power level
@@ -4101,7 +4169,106 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
-
+
+
+
+
+
+
+
Legendary Items
+
Attacks, Boons, & Banes
+
+
+
+
Settings
+
Name (click to roll)
+
+
+
+
+
y
+
+
+
+
Name:
+
+
Attribute
+
vs
+
Target
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
vs
+
+
+
+
+
+
+
+
+
+
Attribute Dice:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
d20 for this action is:
+
+
+
+
+
+
+
+
+
+
+
For a Boon
+
Minimum
+
Maximum
+
Use Power level
+
+
+
Description/Special/Flavor Text
+
+
+
+
+
+
+
+
@@ -4159,7 +4326,7 @@ remove this line to add Sanity back in (and corresponding 2 other areas) -->
- Old All Skills
- Old NPC All Skills
- Old Adventure
- Old Background
- Old Consolidated
- old npc Attacks
- old Attacks
- old NPC Attacks
- old class 0 spellbook
- old class 1 spellbook
- old class 2 spellbook
- old NPC class 0 spellbook
- old NPC class 1 spellbook
- old NPC class 2 spellbook
+ Old All Skills
+ Old NPC All Skills
+ Old Adventure
+ Old Background
+ Old Consolidated
+ old npc Attacks
+ old Attacks
+ old NPC Attacks
+ old class 0 spellbook
+ old class 1 spellbook
+ old class 2 spellbook
+ old NPC class 0 spellbook
+ old NPC class 1 spellbook
+ old NPC class 2 spellbook
@@ -474,8 +467,8 @@
-
-
+
+
@@ -674,17 +667,11 @@
Class and Race Info
-
-
-
-
-
+
+
+ Add Class Levels
+
+ Add Race/Monster HD
+ DR
+ Spell Resist
+ SR Bonus
+ Resistances
+ Immunities
+ Weaknesses
+
+
+
+
+
+
+
+
+
+
+
+
+
Defense Notes
@@ -1689,30 +1792,6 @@
-
-
- Special Defenses
-
-
- DR
- Spell Resist
- SR Bonus
- Resistances
- Immunities
- Weaknesses
-
-
-
-
-
-
-
-
-
-
-
-
-
Attacks
@@ -1743,7 +1822,7 @@
-
+
MeleeMelee
@@ -1778,7 +1857,7 @@
-
+
Melee2Melee2
@@ -1812,7 +1891,7 @@
-
+
RangedRanged
@@ -1847,7 +1926,7 @@
-
+
Ranged2Ranged2
@@ -1881,7 +1960,7 @@
-
+
CMBCMB
@@ -1916,7 +1995,7 @@
-
+
Alt CMBAlt CMB
@@ -2011,10 +2090,10 @@
-
+
-
Additional Damage
+
Extra Damage
@@ -2109,6 +2188,22 @@
+
+
+
+
+ To setup dual wield, copy and paste the "Row ID For Macros" of the mainhand weapon and offhand weapon (found in IDs section of attack row) in the fields below. Set mainhand and offhand penalties, and indicate if character has "Improved Dual Wield" then press "Create" at left. When penalties change or Imroved Dual Wield is gained, update here and press "Update" to update all existing dual wield entries.
+
+
Create
+
Update
+
+
+
+
+
+
+
+
@@ -2116,6 +2211,7 @@
+
@@ -2250,7 +2346,7 @@
- Default Size
+ Normal Size
@@ -6103,6 +6203,7 @@
+
i Compendium drag-n-drop compatible
@@ -6128,12 +6229,12 @@
-
+
-
-
+ Damage
@@ -6393,6 +6495,7 @@
+ delete all rows are you sure
!Error! You must delete this row before editing any items in this section.
@@ -6452,6 +6555,7 @@
+ delete all rows are you sure
!Error! You must delete this row before editing any items in this section.
@@ -6495,6 +6599,7 @@
+ delete all rows are you sure
@@ -6536,6 +6641,7 @@
+ delete all rows are you sure
!Error! You must delete this row before editing any items in this section.
@@ -6588,6 +6694,7 @@
+ delete all rows are you sure
!Error! You must delete this row before editing any items in this section.
@@ -6629,6 +6736,7 @@
+ delete all rows are you sure
!Error! You must delete this row before editing any items in this section.
@@ -6649,6 +6757,7 @@
+
SR
@@ -6673,6 +6782,7 @@
+ delete all rows are you sure
!Error! You must delete this row before editing any items in this section.
@@ -6939,17 +7049,12 @@
Spells Per Day
-
- Casting Type:
- Spontaneous
- Prepared
-
-
-
- Show only spells with 'uses' in spellbook
- Always show spells marked 'domain' in spellbook menu
- Total Spells Manually
-
+ Casting Type:
+ Spontaneous
+ Prepared
+ Show only spells with 'uses' in spellbook
+ Always show spells marked 'domain' in spellbook menu
+ Total Spells Manually
-
-
- Show only prepared spells in spellbook menu
- Always show spells marked 'domain' in spellbook menu
- Total Spells Manually
-
+ Casting Type:
+ Spontaneous
+ Prepared
+ Show only spells with 'uses' in spellbook
+ Always show spells marked 'domain' in spellbook menu
+ Total Spells Manually
-
-
- Show only spells with 'uses' in spellbook
- Always show spells marked 'domain' in spellbook menu
- Total Spells Manually
-
+ Casting Type:
+ Spontaneous
+ Prepared
+ Show only spells with 'uses' in spellbook
+ Always show spells marked 'domain' in spellbook menu
+ Total Spells Manually
Lift Modifiers
@@ -8605,6 +8696,7 @@
+ delete all rows are you surei Compendium drag-n-drop compatible
@@ -8637,7 +8729,10 @@
Not Carried
-
+
+
+ Show more fields
+
Totals:
@@ -8648,10 +8743,7 @@
-
-
- Show more fields
-
+
!Error! You must delete this row before editing any items in this section.
@@ -8670,8 +8762,8 @@
-
-
+
+ ShowNameShort Desc
@@ -8914,7 +9006,7 @@
-
+
NPC
Compendium statblock fields for parsing
@@ -8925,8 +9017,8 @@
Drag a monster from the compendium here, or type in the statblock values below. Then hit the parse button. The parser will populate the sheet with the underlying stats and attacks.For multiline textareas, paste in exactly as appears in source. Keep newlines in input.
- Parse
- Loading...
+ Parse
+ Loading...i Compendium drag-n-drop compatible
@@ -8984,8 +9076,7 @@
EnvironmentOrganization
- Treasure
-
+ TreasureLanguagesSpecial Qualities
@@ -9168,6 +9259,7 @@
+ delete all rows are you sure
@@ -9510,9 +9602,18 @@
Row ID for macros:
- Linked Item ID
- Linked Spell ID
- Linked ability ID
+
+
+ Linked Item ID
+
+ Linked Spell ID
+
+ Linked ability ID
+
+ Mainhand ID
+ Offhand ID
+
+
@@ -9521,7 +9622,7 @@
-
+
Spell-like Abilities
In list under Special Abilities below
@@ -9575,6 +9676,7 @@
+ delete all rows are you sure
!Error! You must delete this row before editing any items in this section.
@@ -9761,6 +9863,7 @@
+ delete all rows are you surei Compendium drag-n-drop compatible
@@ -9818,6 +9921,7 @@
+
SR
@@ -9904,7 +10008,7 @@
Attack Type
-
+ Damage
@@ -9983,17 +10087,17 @@
-
+
Feats
In list under Special Abilities below
NPC Feats
Feats
-
+ delete all rows are you sure
!Error! You must delete this row before editing any items in this section.
@@ -10043,6 +10147,7 @@
+ delete all rows are you sure
!Error! You must delete this row before editing any items in this section.
@@ -10085,7 +10190,7 @@
- Enforce Requires Training?
+ Enforce Requires Training?
@@ -10501,9 +10606,10 @@
All Abilities
-
-
-
+
+
+
+ delete all rows are you surei Compendium drag-n-drop compatible
@@ -10529,14 +10635,12 @@
-
-
- Show
+ Show
-
+
@@ -10702,6 +10806,7 @@
+
SR
@@ -10765,7 +10870,7 @@
Targets/Area/Effect
-
+ Damage
@@ -10789,13 +10894,13 @@
-
( Racial Traits )
+ delete all rows are you sure
!Error! You must delete this row before editing any items in this section.
@@ -11140,7 +11245,6 @@
-
@@ -11148,7 +11252,7 @@
Configuration
-
+
Sheet Configuration
@@ -11158,94 +11262,87 @@
Accessibility
-
- Use Attacks Simple Template
-
+ Use Attacks Simple Template
-
- Use Spells Simple Template
-
+ Use Spells Simple Template
-
- Use Other Simple Templates
-
+ Use Other Simple Templates
-
-
-
+
Lists
- Use Separate Traits List
+ Use Separate Traits List
+ Merge
- Use Separate Racial Traits List
+ Use Separate Racial Traits List
+ Merge
- Use Separate feats List
+ Use Separate feats List
+ Merge
- Use Separate Class Features List
+ Use Separate Class Features List
+ Merge
- Use Separate Spell-like ability List
+ Use Separate Spell-like ability List
+ Merge
@@ -11253,71 +11350,58 @@
Attacks
-
- Display Alt Ranged attack type
-
-
+ Display Alt Ranged attack type
+
-
- Display Alt CMB attack type
-
+ Display Alt CMB attack type
-
- Adjust damage based on size
-
+ Adjust damage based on size
-
+ Use Dual Wield (BETA)
+
Encumbrance
-
- Encumbrance based on:
-
-
-
-
-
-
-
-
-
+ Encumbrance based on:
+
+
+
+
+
+
+
+
- Uses dwarf encumbrance rules
+ Uses dwarf encumbrance rules
Hit Points
-
- Auto calc hp
-
- Avg hp:
- 50%
- 75%
- 100%
-
-
+ Auto calc hp
+
+ Avg hp:
+ 50%
+ 75%
+ 100%
+
-
- Use Max hp for first level/HD
-
+ Use Max hp for first level/HD
-
- Update curr HP when max HP changes
-
+ Update curr HP when max HP changes
@@ -11325,137 +11409,111 @@
Defenses
-
-
- Do not lose DEX when Flat footed
-
+
+ Do not lose DEX when Flat footed
-
-
- Use HD instead of BAB for CMD
-
+
+ Use HD instead of BAB for CMD
-
-
- Allow AC and CMD to use different ability scores
-
+
+ Allow AC and CMD to use different ability scores
Advanced
-
-
- Display user defined and misc fields
-
+
+ Display user defined and misc fields
-
-
- Display macro-text fields for customizing rolls
-
+
+ Display macro-text fields for customizing rolls
-
-
- Display 'Advanced' roll-time macro fields to add to rolls
-
+
+ Display 'Advanced' roll-time macro fields to add to rolls
Roll Configuration
-
- NPC rolls:
-
-
-
-
-
-
- PC rolls:
-
-
-
-
-
+ NPC rolls:
+
+
+
+
+ PC rolls:
+
+
+
+
-
-
- Show both roll menu buttons for NPCs
-
+
+ Show both roll menu buttons for NPCs
At the end of the session, you’ll go around the table and talk about if
+ a belief was tested or challenged; if so, you mark 1 XP. When a belief
+ gets you into trouble, you’ll mark 2 XP. Finally, when a belief is resolved,
+ you’ll mark 3 XP
+
Also, whenever you fail a roll with an emotional state, you gain 1 XP.
+
When you have 5 XP, you may purchase an advancement.
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Arm struck numb and cannot be used for 1 round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Arm struck numb and cannot be used for 1 round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Struck in the groin. The pain is such that the character cannot take any actions for one round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Arm struck numb and cannot be used for 1 round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Arm struck numb and cannot be used for 1 round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Struck in the groin. The pain is such that the character cannot take any actions for one round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Arm struck numb and cannot be used for 1 round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Arm struck numb and cannot be used for 1 round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Struck in the groin. The pain is such that the character cannot take any actions for one round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Arm struck numb and cannot be used for 1 round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Arm struck numb and cannot be used for 1 round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Struck in the groin. The pain is such that the character cannot take any actions for one round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Arm struck numb and cannot be used for 1 round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Arm struck numb and cannot be used for 1 round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Struck in the groin. The pain is such that the character cannot take any actions for one round.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead: Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.