y
sheet version: 1.2

CONFIGURATION

Options

Info Roll Template Debug Mode

Informations About Rolltemplate Parameters

Parameters to be used in the rolltemplate
rolltype Define the type of roll used, if:

0: Skill or Stat roll (general modifier and difficulty)

1: Combat Roll (general modifiers and attack related modifiers)

2: Special Combat Roll (general modifier and Combat Dependant roll)

3: Special NonCombat Roll (general modifier and Special roll)

specialnc Define the type of special non combat roll used, if:

0: Sleeplessness roll: check if you can fall asleep after reaching breaking point or acute episode (modified by sleeping pills and alchool)

1: Stun roll: check if you can move next turn, simple CON X5 roll

2: Permanent Injury: when you get HP<=2 different possible Permanent Injuries

3: Healing: different kind of healing rolls defined by healingtype

4: Hazard: different type of hazard rolls defined by hazardtype

specialnc Define the type of special non combat roll used, if:

0: Sleeplessness roll: check if you can fall asleep after reaching breaking point or acute episode (modified by sleeping pills and alchool)

1: Stun roll: check if you can move next turn, simple CON X5 roll

2: Permanent Injury: when you get HP<=2 different possible Permanent Injuries

3: Healing: different kind of healing rolls defined by healingtype

4: Hazard: different type of hazard rolls defined by hazardtype

Hidden Paremeters for Debug Mode

General common modifiers
Alternative Permanent Injuries Modifiers
Difficulty Modifier
General Attack Modifiers
Loud Explosion Gas Cover: fail lethality+armor
Skill to weapon_ (default unarmed) [in repeating_weapons]
Range Attack Modifiers
Point Blank/Range X2/Range X5 Low/No Visibility Laser Sight
Target Still Target Prone
Melee Attack Modifiers
Disarmed: can only attack unarmed Pinned: can only Escape Disarm: Unaremed attack
Target Pinned Target Still dmg_mod only for melee/unarmed
Special Non Combat Modifiers
hp_tmp: param for first aid flag pow_tmp: param for handle mod pow bp_diff: param for handle pow mode of BP
Antidote/Antibiotics Hospitalization Stimulants/Hard Stimulants
stim_chk: overall stimulant effect due to stim/hardstim
heavy drinking(exclusive marijuana): sleep roll / disorder / Trigger Exhaustion
marijuana(exclusive heavydrink): sleep roll / disorder / Trigger Exhaustion
benzodiazepine(overwrite heavydrinking/marijuana mod): disorder roll
sedatives(overwrite heavydrinking/marijuana mod): sleep roll
Total Modifiers
totalgeneralmod Sum(general_chk*general_mod)
totalhealingmod (cure_chk*cure_mod+hospitalization_chk*hospitalization_mod)
totalattackmod aim_chk*aim_mod+gears_chk*gears_mod+callshot_chk*callshot_mod+env_chk*env_mod
totalsleepnessmod sedatives_mod || marijuana_mod || heavydrinking_mod || 0
totaldifficultymod sum(difficulty_chk*difficulty_mod) || 0
totalinsanitymod marijuana || heavydrinking || benzodiazepine || 0
PERSONAL STATS SKILLS STATUS COMBAT OTHER ALL

PERSONAL DATA

STATISTICAL DATA

STATISTICS SCORE X5 Distinguished Features
Strength
Constitution
Dexterity
Intelligence
Power
Charisma

DIFFICULTY

Trivial Easy Custom Hard Impossible
DERIVATED ATTRIBUTES MAXIMUM CURRENT
Hit Points (HP)
Will Power Points (WP)
Sanity (SAN)
Breaking Point (BP)

PSYCHOLOGICAL DATA

BONDS SCORE PROJ
MOTIVATION AND MENTAL DISORDER

ADAPT TO INSANITY

VIOLENCEHELPNESS
adapted adapted

APPLICABLE SKILL SETS

DIFFICULTY

Trivial(+40%) Easy(+20%) Custom Hard(-20%) Impossible(-40%)

SKILLS

Accounting (10%)
Alertness (20%)
Antropology (0%)
Archeology (0%)
Art:
Art:
Artillery (0%)
Athletics (30%)
Bureaucracy (10%)
Computer Science (0%)
Craft:
Craft:
Criminology (10%)
Demolitions (0%)
Disguise (10%)
Dodge (30%)
Drive (20%)
Firearms (20%)
First Aid (10%)
Forensics (0%)
Heavy Machinery (10%)
Heavy Weapons (0%)
History (10%)
HUMINT (10%)
Law (0%)
Medicine (0%)
Melee Weapons (30%)
Military Sci:
Military Sci:
Navigate (10%)
Occult (10%)
Persuade (20%)
Pharmacy (0%)
Pilot:
Pilot:
Psychoterapy (10%)
Ride (10%)
Science:
Science:
Search (20%)
SIGINT (0%)
Stealth (10%)
Surgery (0%)
Survival (10%)
Swim (20%)
Unarmed Combat (40%)
Unnatural (0%)

INJURIES

STATUS

Sleeplessness (cant recover WP) Exhaustion (-20%) Pinned Stunned
Prone (can't act) Permanent Injury Low Willpower (-20%) Unconscious
Partially Blinded (-20%) Partially Deaf (-20%) Arm Crippled (-20%) Leg Crippled (-20%)
Dazzled (-20%) [turns] Pepper Spray (-20%) [1hr] Tear Gas (-40%) [1hr] Flash Bang (-40%) [turns]
Loud Explosion (-20%) [turns] Electroshock (-20%) [turns] Gas (-20%) Death [in min]
Has First Aid been attempted since last injury? yes: only Medicine Surgery or long-term rest can help

MODIFIERS

Stimulants(1st) hrs Stimulants(2nd) hrs/wp Hard Stims(1st) hrs Hard Stims(2nd) hrs/wp
Sedatives (+20% SAN to sleep/-20%) Antidote (+20%/immune) Antibiotics (+20%/immune) Hospitalization (+20%)
Benzodiazepine (+20% SAN to disorder/-20%) Heavy Drinking (+10% SAN to disorder/-20%) Marijuana (+10% SAN to disorder/-20%) Gas Mask (+20% vs Blind/-20% Alertness/Search)
Ear Protection (+20% vs Deaf/-20% Alertness/Search)

SPECIAL ACTIONS

ACTION SKILL NAME SKILL VALUE
Sleepness Roll X
Stun Roll X
Permanent Injury Roll X
Resurrection X
Stabilization X
Treatment (Medicine) X
Treatment (Surgery) X
Recuperation X
Poison : Lethalithy [ ] X
Disease :Dmg [ ] + X
Falling: Height m X
Catching Fire: X

ARMOR AND GEAR

WEARARMOR TYPEDAMAGE REDUCTION
Cover
Total

COMBAT ACTIONS

MODIFIERS

Aim (+20%) Partially Covered (-20%) Fully Covered (-40%) Rapid Fire (-20%) Stun Shot (-20%)
Flesh Wound (-40%) Head Shot (-40%) Target Prone (-20% R) Target Pinned (-40% M) Point Blank (+20% R)
Laser Sight (+20% R) Range X2 (-20% R) Range X5 (-40% R) Low Visibility (-20% R) No Visibility (-40% R)
Still Target (+20%) Disarmed Taking Cover

SPECIAL COMBAT ACTIONS

ACTION SKILL NAME SKILL VALUE
Pin Target X
Dodge X
Escape Pinning X
Disarm X

ATTACKS

WEAPON SKILL BASE RANGE DAMAGE DMG MOD ARMOR PIERCING LETHALITY KILL RADIUS AMMO
m

GEARS

PERSONAL DETAILS AND NOTES

PERSONAL PURSUITS

Fulfill Responsability SAN test:
 Success: +1D6 bond X
 Critical: +1D6 bond/+1SAN
 Fumble: -1D4 bond/-1SAN
Back to Nature SAN test/-1 bond:
 Success: +1D4 SAN X
 Critical: +4 SAN
 Fumble: -1D4 SAN
New Bond CHA X5 test/-1D4 bond X
 Success: new bond at 1/2 CHA
Therapy (truth) []/-20% Unnatural causes/-1 bond
 Success: +1D6 SAN X
 Critical: +6 SAN/cure/th.bond(+1D4/-1D4)
 Fumble: -1 SAN
Therapy (lie) Luck test/-1 bond
 Success: +1D4 SAN X
 Critical: +4 SAN/cure /th.bond(+1D4/-1D4)
 Fumble: -1 SAN
Improve Skill/Stat Skill/StatX5 test/ -1 bond: X
 Failure/Fumble: +1D10 Skill/+1 Stat
Personal Motivation SAN test/-1 bond:
 Success: +1SAN X
 Critical: +1D4 SAN
 Fumble: -1SAN
Special Training Gain/-1 bond X
Stay on the Case Secret Criminology/Occult test/-1 bond/+(1D6-3)SAN:
 Success: Discover Something new X
 Critical: Discover something really important
 Fumble: Dangerous Red Herring
Study Unnatural SAN test/-1D4 bond/Need Unnatural source: X
 Failure/Fumble: +X% Unnatural and -Y% SAN

HOME AND FAMILY

SPECIAL TRAINING SKILL OR STAT USED
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1}} {{#^rollTotal() roll2 1}} {{#rollGreater() easy_d 0}} {{/rollGreater() easy_d 0}} {{#rollLess() easy_d 0}} {{/rollLess() easy_d 0}} {{#rollTotal() easy_d 0}} {{#rollGreater() roll2 normal_u}} {{/rollGreater() roll2 normal_u}} {{#^rollGreater() roll2 normal_u}} {{/^rollGreater() roll2 normal_u}} {{/rollTotal() easy_d 0}} {{/^rollTotal() roll2 1}} {{/rollTotal() roll1 0}} {{#^rollTotal() roll1 0}} {{#rollGreater() roll1 easy_d}} {{/rollGreater() roll1 easy_d}} {{#rollTotal() roll1 easy_d}} {{#rollGreater() roll2 normal_u}} {{/rollGreater() roll2 normal_u}} {{#^rollGreater() roll2 normal_u}} {{/^rollGreater() roll2 normal_u}} {{/rollTotal() roll1 easy_d}} {{#rollLess() roll1 easy_d}} {{/rollLess() roll1 easy_d}} {{/^rollTotal() roll1 0}} {{/^rollTotal() roll1 roll2}} {{#rollTotal() roll1 roll2}} {{#rollTotal() roll1 0}} {{/rollTotal() roll1 0}} {{#^rollTotal() roll1 0}} {{#rollGreater() roll1 normal_d}} {{/rollGreater() roll1 normal_d}} {{#rollTotal() roll1 normal_d}} {{#rollGreater() 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impossible_d}} {{/^rollTotal() roll1 0}} {{/rollTotal() roll1 roll2}} {{#^rollTotal() roll1 roll2}} {{#rollTotal() roll1 0}} {{#rollTotal() roll2 1}} {{/rollTotal() roll2 1}} {{#^rollTotal() roll2 1}} {{#rollGreater() impossible_d 0}} {{/rollGreater() impossible_d 0}} {{#rollLess() impossible_d 0}} {{/rollLess() impossible_d 0}} {{#rollTotal() impossible_d 0}} {{#rollGreater() roll2 normal_u}} {{/rollGreater() roll2 normal_u}} {{#^rollGreater() roll2 normal_u}} {{/^rollGreater() roll2 normal_u}} {{/rollTotal() impossible_d 0}} {{/^rollTotal() roll2 1}} {{/rollTotal() roll1 0}} {{#^rollTotal() roll1 0}} {{#rollGreater() roll1 impossible_d}} {{/rollGreater() roll1 impossible_d}} {{#rollTotal() roll1 impossible_d}} {{#rollGreater() roll2 normal_u}} {{/rollGreater() roll2 normal_u}} {{#^rollGreater() roll2 normal_u}} {{/^rollGreater() roll2 normal_u}} {{/rollTotal() roll1 impossible_d}} {{#rollLess() roll1 impossible_d}} {{/rollLess() roll1 impossible_d}} {{/^rollTotal() roll1 0}} {{/^rollTotal() roll1 roll2}}
{{name}}
Value: {{normal_d}}{{normal_u}}
Rolled: {{roll1}}{{roll2}}
Trivial (+40%): FumbleFumbleFumbleCriticalCritical CriticalSuccessFailureFailureSuccessFailureFailureSuccessSuccess
Easy (+20%) FumbleFumbleFumbleCriticalCritical CriticalSuccessFailureFailureSuccessFailureFailureSuccessSuccess
Normal FumbleFumbleFumbleCriticalCritical CriticalSuccessFailureFailureSuccessFailureFailureSuccessSuccess
Hard (-20%) FumbleFumbleFumbleCriticalCritical CriticalSuccessFailureFailureSuccessFailureFailureSuccessSuccess
Impossible (-40%) FumbleFumbleFumbleCriticalCritical CriticalSuccessFailureFailureSuccessFailureFailureSuccessSuccess
{{#rollTotal() roll1 roll2}} {{#rollTotal() roll1 0}} {{/rollTotal() roll1 0}} {{#^rollTotal() roll1 0}} {{#rollGreater() roll1 trivial_d}} {{/rollGreater() roll1 trivial_d}} {{#rollTotal() roll1 trivial_d}} {{#rollGreater() roll2 normal_u}} {{/rollGreater() roll2 normal_u}} {{#^rollGreater() roll2 normal_u}} {{/^rollGreater() roll2 normal_u}} {{/rollTotal() roll1 trivial_d}} {{#rollLess() roll1 trivial_d}} {{/rollLess() roll1 trivial_d}} {{/^rollTotal() roll1 0}} {{/rollTotal() roll1 roll2}} {{#^rollTotal() roll1 roll2}} {{#rollTotal() roll1 0}} {{#rollTotal() roll2 1}} {{/rollTotal() roll2 1}} {{#^rollTotal() roll2 1}} {{#rollGreater() trivial_d 0}} {{/rollGreater() trivial_d 0}} {{#rollLess() trivial_d 0}} {{/rollLess() trivial_d 0}} {{#rollTotal() trivial_d 0}} {{#rollGreater() roll2 normal_u}} {{/rollGreater() roll2 normal_u}} {{#^rollGreater() roll2 normal_u}} {{/^rollGreater() roll2 normal_u}} {{/rollTotal() trivial_d 0}} {{/^rollTotal() roll2 1}} {{/rollTotal() roll1 0}} 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1}} {{#^rollTotal() roll2 1}} {{#rollGreater() easy_d 0}} {{/rollGreater() easy_d 0}} {{#rollLess() easy_d 0}} {{/rollLess() easy_d 0}} {{#rollTotal() easy_d 0}} {{#rollGreater() roll2 normal_u}} {{/rollGreater() roll2 normal_u}} {{#^rollGreater() roll2 normal_u}} {{/^rollGreater() roll2 normal_u}} {{/rollTotal() easy_d 0}} {{/^rollTotal() roll2 1}} {{/rollTotal() roll1 0}} {{#^rollTotal() roll1 0}} {{#rollGreater() roll1 easy_d}} {{/rollGreater() roll1 easy_d}} {{#rollTotal() roll1 easy_d}} {{#rollGreater() roll2 normal_u}} {{/rollGreater() roll2 normal_u}} {{#^rollGreater() roll2 normal_u}} {{/^rollGreater() roll2 normal_u}} {{/rollTotal() roll1 easy_d}} {{#rollLess() roll1 easy_d}} {{/rollLess() roll1 easy_d}} {{/^rollTotal() roll1 0}} {{/^rollTotal() roll1 roll2}} {{#rollTotal() roll1 roll2}} {{#rollTotal() roll1 0}} {{/rollTotal() roll1 0}} {{#^rollTotal() roll1 0}} {{#rollGreater() roll1 normal_d}} {{/rollGreater() roll1 normal_d}} {{#rollTotal() roll1 normal_d}} {{#rollGreater() 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impossible_d}} {{/^rollTotal() roll1 0}} {{/rollTotal() roll1 roll2}} {{#^rollTotal() roll1 roll2}} {{#rollTotal() roll1 0}} {{#rollTotal() roll2 1}} {{/rollTotal() roll2 1}} {{#^rollTotal() roll2 1}} {{#rollGreater() impossible_d 0}} {{/rollGreater() impossible_d 0}} {{#rollLess() impossible_d 0}} {{/rollLess() impossible_d 0}} {{#rollTotal() impossible_d 0}} {{#rollGreater() roll2 normal_u}} {{/rollGreater() roll2 normal_u}} {{#^rollGreater() roll2 normal_u}} {{/^rollGreater() roll2 normal_u}} {{/rollTotal() impossible_d 0}} {{/^rollTotal() roll2 1}} {{/rollTotal() roll1 0}} {{#^rollTotal() roll1 0}} {{#rollGreater() roll1 impossible_d}} {{/rollGreater() roll1 impossible_d}} {{#rollTotal() roll1 impossible_d}} {{#rollGreater() roll2 normal_u}} {{/rollGreater() roll2 normal_u}} {{#^rollGreater() roll2 normal_u}} {{/^rollGreater() roll2 normal_u}} {{/rollTotal() roll1 impossible_d}} {{#rollLess() roll1 impossible_d}} {{/rollLess() roll1 impossible_d}} {{/^rollTotal() roll1 0}} {{/^rollTotal() roll1 roll2}}
{{name}}
Value: {{normal_d}}{{normal_u}}
Rolled: {{roll1}}{{roll2}}
Trivial (+40%): FumbleFumbleFumbleCriticalCritical CriticalSuccessFailureFailureSuccessFailureFailureSuccessSuccess
Easy (+20%) FumbleFumbleFumbleCriticalCritical CriticalSuccessFailureFailureSuccessFailureFailureSuccessSuccess
Normal FumbleFumbleFumbleCriticalCritical CriticalSuccessFailureFailureSuccessFailureFailureSuccessSuccess
Hard (-20%) FumbleFumbleFumbleCriticalCritical CriticalSuccessFailureFailureSuccessFailureFailureSuccessSuccess
Impossible (-40%) FumbleFumbleFumbleCriticalCritical CriticalSuccessFailureFailureSuccessFailureFailureSuccessSuccess
DAMAGE {{damage}}
{{#rollTotal() t_d trivial_d}} {{/rollTotal() t_d trivial_d}} {{#rollTotal() e_d trivial_d}} {{/rollTotal() e_d trivial_d}} {{#rollTotal() n_d trivial_d}} {{/rollTotal() n_d trivial_d}} {{#rollTotal() h_d trivial_d}} {{/rollTotal() h_d trivial_d}} {{#rollTotal() i_d trivial_d}} {{/rollTotal() i_d trivial_d}} {{#rollTotal() roll1 roll2}} {{#rollTotal() roll1 0}} {{/rollTotal() roll1 0}} {{#^rollTotal() roll1 0}} {{#rollGreater() roll1 trivial_d}} {{/rollGreater() roll1 trivial_d}} {{#rollTotal() roll1 trivial_d}} {{#rollGreater() roll2 normal_u}} {{/rollGreater() roll2 normal_u}} {{#^rollGreater() roll2 normal_u}} {{/^rollGreater() roll2 normal_u}} {{/rollTotal() roll1 trivial_d}} {{#rollLess() roll1 trivial_d}} {{/rollLess() roll1 trivial_d}} {{/^rollTotal() roll1 0}} {{/rollTotal() roll1 roll2}} {{#^rollTotal() roll1 roll2}} {{#rollTotal() roll1 0}} {{#rollTotal() roll2 1}} {{/rollTotal() roll2 1}} {{#^rollTotal() roll2 1}} {{#rollGreater() trivial_d 0}} {{/rollGreater() trivial_d 0}} {{#rollLess() trivial_d 0}} {{/rollLess() trivial_d 0}} {{#rollTotal() trivial_d 0}} {{#rollGreater() roll2 normal_u}} {{/rollGreater() roll2 normal_u}} {{#^rollGreater() roll2 normal_u}} {{/^rollGreater() roll2 normal_u}} {{/rollTotal() trivial_d 0}} {{/^rollTotal() roll2 1}} {{/rollTotal() roll1 0}} {{#^rollTotal() roll1 0}} {{#rollGreater() roll1 trivial_d}} {{/rollGreater() roll1 trivial_d}} {{#rollTotal() roll1 trivial_d}} {{#rollGreater() roll2 normal_u}} {{/rollGreater() roll2 normal_u}} {{#^rollGreater() roll2 normal_u}} {{/^rollGreater() roll2 normal_u}} {{/rollTotal() roll1 trivial_d}} {{#rollLess() roll1 trivial_d}} {{/rollLess() roll1 trivial_d}} {{/^rollTotal() roll1 0}} {{/^rollTotal() roll1 roll2}}
{{name}}
Value: {{trivial_d}}{{normal_u}}
Rolled: {{roll1}}{{roll2}}
Trivial (+40%):Easy (+20%):Normal :Hard (-20%) :Impossible (-40%) :FumbleFumbleFumbleCriticalCritical CriticalSuccessFailureFailureSuccessFailureFailureSuccessSuccess